The only downside with slow ttk cods is that it tends to be the ones where snipers are the most OP and shotguns somehow become worse than literal melee weapons.
I stopped playing MWIII because of this. So tired of people using the lastest fastest 1 shot sniper or weapon in every match. People say 150hp rewards "skill" but in my experience just makes the games balancing worse. People aren't skilled for using the most broken weapons in the game.
That’s a good point but usually snipers are the most effective weapon unless they nerf quick scooping by making it slow to aim. I hate snipers when they hip fire me across the map. Like any hip fire shot from a sniper shoul not be an instant kill unless it’s within shotgun range. Maybe not even then.
Being able to shoot at doors to open them is a new mechanic I don't see being talked about nearly enough! Pretty sure they're being told to have doors from higher ups as I doubt Treyarch is actually fond of them, knowing their general map design philosophy, so I'm glad they at least found a way to make them way less tedious! No more being afraid of running through doors because there might be a claymore or camper behind it, that's such an underrated feature!
Arguably the most important balancing factor for snipers is flinch. In Cold War, the snipers were the slowest and weakest they've ever been with fewer 1SK zones, and they were STILL broken. Why? Because they didn't have sniper level flinch.
Playing any COD game with 150hp is dreadful. Snipers and even sniper campers everywhere. Such a unnecessary change that only divides the community more. What was wrong with BO3's ttk? Not even MW2, why people INSIST on 150hp?
Před měsícem+6
My main issue with 150 HP is that I CONSTANTLY get gang killed.
@RipVanWinkle-zm7vs high hp worked in bo4 well and while i love mw3 i agree i dont think high hp works as well in a cod without specialists. I think 125hp would be better
@@RipVanWinkle-zm7vs Honestly thats how i decide if i buy a cod now if the health is 150 i will not buy that shit because of the pure bs with the amount of shots. If i need a game like that i just play the division 2. In my eyes any COD where an ak47 kills in 4+ shots i dont buy it. Another thing is for some magical reason they always pair a fast ttk cod with clunky movement and slow ttk with movement i dont know why in gods name they think shit like this works when it clearly doesnt.
@@theFORZA66 BO4 MP was divisive because of 150hp. Some people liked it, some people hated it, but what what im trying to say is who had a problem with BO3s ttk? No one, they fixed something that was not broken and divided unnecessarily the community. 125hp doesn't have a different effect than having 150hp or 100hp, it depends on weapon damages and how they want to balance the game. 150hp just adds 1 extra bullet in most weapons to kill, 125 would just be 100hp with some exceptions
I'm reading a number of comments that all make the argument that the slower TTK allows for more frustrations with the snipers in the game. However I don't believe that the 150 health or the TTK is the issue, the problem is that the devs are not properly balancing the snipers for this weapon meta. It's entirely possible to make sniping more difficult, but the downside is alienating CoD snipers that enjoy the traditional CoD sniping experience. Shotguns and High caliber secondaries are also usually One shot Kill weapons, however in recent 150 health games, BOCW, MW3, they are generally regarded as underpowered due to their limited range or the level of precision required to land headshots. The argument that OSK weapons thrive in longer TTK environments is only unique to snipers. Here is a number of suggestions to limit Sniper effectiveness in a longer TTK CoD 1) Significantly longer ADS times, with a massive unpredictable bloom unless the gun is fully ADS 2) Snipers are unable to use any other scope other lower than an 8x optic 3) Snipers are subject to considerable flinch at a horizontal level to ensure they are not winning gunfights in a neutral setting 4) Snipers are limited to one shot kills when aiming for the head or neck (smaller target) 5) Snipers do more damage the farther the bullets travel, limiting their effectiveness in CQC 6) Snipers cannot equip a secondary limiting the versatility of positioning for the user 7) Snipers are limited to magazines of 4-5 shots, with a long reload time 8) (Controller Specific) Snipers have little to no Aim Assist Any one or a combination of nerf to snipers would make them less overbearing in a long TTK CoD, but the issue is that most people who like sniping enjoy the ease that they can do so in these games. And how much we can nerf snipers in CoD before it doesn't feel like CoD sniping anymore is a real concern. Internal statistics probably indicate that the people who like to snipe, tend to only snipe, and by making it more difficult, the developers would be alienating an entire portion of their playerbase when they know the majority will tolerate sniping so long as it isn't too OP.
As a SnD player, slower time to kill is so much worse because it becomes a sniperfest every match as I’ve learned the hard way with Cold War and MWIII. I find that to be very boring, and am rooting for ~230ms TTK for SMGs and 270ms TTK for ARs. Between MW2019 and Cold War would be a sweet spot for me personally.
I've noticed that trend in COD. the worse the mp experience and the faster the ttk, the better, and more popular the SnD. The best examples are Ghosts and MW2019 from the top of my head
The only reason sniping in Cold War was OP is because their game had less movement than black ops four the game has aim assist on snipers and little to no flinch with those three things sniperswill literally dominate
230ms TTK SMGs and 270ms TTK ARs is basically MWIII😂😂the Lachmann Shroud full auto aftermarket part turns it into a 235ms TTK, and the SVA 545 is already a 270ms TTK
I disagree about the meta weapons, people running meta constantly happens in every game, i never saw a difference with cold war. Mw19 was probably the most egregious i ever saw with m4s, mp5s, and kar98k every single game, and that had a fast ttk Also, while i agree that it's harder to balance 1 shot kill in high ttk, treyarch made a lot of obvious bad decisions in cold war that led them to being so strong. Badly designed flinch, badly designed scope glint (why does it pulse and go away? That just delays your reaction time because it doesn't appear instantly), able to ads while jump shotting with sniper rifles, the ludicrously fast handling of the crossbow despite its 1 shot kill anywhere to the body, etc. It would be a lot more balanced if they had just executed it better Many of the balance issues with cold war were obvious and easily fixable, the fixes just weren't implemented
Fast TTK like in MW2019 is garbage tho. It encourages camping and slow, “always ADS” gameplay while punishing players for moving and getting caught in the open because you just get insta-melted without having a chance to get behind cover. If you wanna play like that, just play Hardcore. There has to be a middle ground. A TTK like Cold War was pretty balanced, but not perfect. A TTK like BO2, however, would be perfect.
I feel like the worry of fighting back against campers being harder with a shorter time to kill was heavily influenced by the lack of ninja/dead silence since 2019.
I think there's a big misconception to begin with. 100hp is not "fast ttk". Its normal ttk, COD games always had 100hp 3/4 shots average to kill. 100hp with stopping power is "fast" ttk and the last game that had it was MW2 2009. So when people ask for 100hp they're not asking for "fast ttk", they're asking for the normal ttk in COD, which logically, is the most preferred and successful ttk in the franchise, while in the other hand, 150hp is just "slow" ttk which only benefits people who believe Call of Duty prioritized skill over casual gameplay.
I hate having to say this but higher ttk cod games don’t work. Not because I’m bad (though tbf, I am) but because it takes the inherently overpowered one shot weapons and makes them even more powerful. It doesn’t increase the skill gap, it just encourages people to “beat it” by spamming snipers, marksman rifles, and shotguns resulting in a frustrating ttk for anyone who likes using ARs, SMGs, or LMGs. Unless snipers are actually balanced with no aim assist, massive flinch, and slow handling the multiplayer has a glass ceiling.
I would say I'm a pretty decent COD player, at least above average. However, I absolutely love faster ttk COD's because it just feels better. I may be biased, but I love flanking and getting an advantage with positioning. Newer CODs don't really want you to be able to do that
@@Alpha_2-6 completely agree. I also feel like higher TTk cods favor players with better ping/connection. I play on a wired connection and still have consistent 50-65 ping and you see players online having ping around 15-20. Because of my physical location, I am constantly at a disadvantage due to server ping. A higher TTK makes that even worse because their reaction time is padded by their faster ping. Can’t count how many times I’ve sunk 4-5 shots into someone that is looking the other way and they still manage to whip around and delete me. A lower TTk just feels better and more consistent.
@@Jeepdude03 I think if you’re a professional cod player on LAN where ping stops mattering it’s probably a better viewing experience but that’s like 1% of all scenarios
@@jointhekraize for most people yeah. But there is a very noticeable difference when I’m on 70 ping vs 30. I do play ranked a lot and am typically playing in upper diamond and crimson. If I’m 50 ping or higher, chances of winning drop significantly.
@@Champoforyx most older cods didnt have limb multipliers unless it was a sniper. It wasn't until mw2019 when most guns had different damages for arms, torsos, etc.
My favourite part of a long TTK, especially in a game with extreme movement capability, is when you unload into an enemy and then a teammate gets in the last bullet and steals your kill. Love that. Long TTK is just so fun.
I don’t mind a slow or fast ttk. My only problem is with a slow ttk 1 shot kill weapons aren’t balanced. Sniping is way too op in Mw3 and Cw and doesn’t feel satisfying to me.
It’s definitely a toss up, but I’m personally more leaning to a slight faster TTK and I’d like to address some and add a few more pros/cons in addition to the ones Ace mentioned. 1. Balancing one-shot weapons is far easier for faster TTK than slower TTK. Just take a look at how insanely OP snipers were in CW, especially before they had flinch. 2. Team stacking (multiple enemies approaching at the same time) is less effective with a faster TTK because you don’t need to land as many shots to get the multikill. This one is huge for playing against parties who will essentially just travel as a group. 3. Positioning is slightly more important with a faster TTK, but this is honestly pretty close to equally important for both. Holding power positions and map control is always important. With a faster TTK, you can more easily pick off enemies from a particularly powerful position, but on the flip side you can also be taken out yourself easier compared to higher TTK where you can often react to getting shot and just crouch behind cover. 4. Movement is also equally important for both since forcing enemies to miss shots will often win you the gunfight regardless of TTK. This is why people can still do well with slower killing guns that have high mobility. 5. Sustained accuracy is definitely more rewarded for slower TTK compared to faster TTK, so there’s really no arguing there. But not needing to be as accurate with your shots allows for faster handling less accurate builds to be more viable because you don’t need to hit as many shots in a row. 6. Dealing with corner campers I feel is easier with a faster TTK. Often times, corner campers use shotguns because of their one shot capabilities which makes it significantly harder to kill them with a slower TTK when you need to put an extra bullet into them and they still only need one shot. Additionally, if you know where a corner camper is, you can often kill them before they even have a chance to react with a faster TTK. This is why even in a game like MW2019 I was able to easily deal with corner campers because I knew the common corner camping spots and could kill them before they had a chance to react. 6. Transitioning between cover is something that is easier to do with a slower TTK, so I can see how this would lead to the average player moving around more, but the optimal way to play CoD has always been camping behind your teammates or holding strong power positions to spawntrap and farm streaks to basically bulldoze the enemy team (this includes in obj modes where streaks often just auto spawntrap themselves as your team holds the obj). The best players in the lobby from my experience are almost always the ones who let their lower skilled teammates run for the obj as they pick off enemies trying to kill said teammates to farm for streaks to then freely capture the obj. 7. Hipfire builds are significantly worse with slower TTK because it’s far more likely for you to miss shots which lead to you having an even slower TTK. Compare this to a faster TTK where gunfights are generally faster and there are less opportunities for you to miss shots. If you say have a 90% chance of hitting each of your hipfire shots, this equates to a 73% chance to hit 3 shots in a row, 66% chance for 4 shots in a row, and 59% for 5 shots in a row. This is why I could easily make hipfire builds in MW2019, but in CW and MW2023, hipfire builds are largely unviable (outside of akimbo). 8. Stuns and flashes are also slightly less powerful with a faster TTK. If you get hit by a stun or flash without a dedicated counter perk, you’re basically screwed. Your only hope is that you somehow land shots in order to kill the enemy who throw the tactical. With more shots to kill, this is even more difficult. Now I understand that running the counter perk should always be the best option, but I personally am never a fan of just handing out free gunfight wins just because you selected stuns/flashes in your loadout. Any counterplay to them I feel is always helpful even if it is very minor. At the end of the day, it’s all really just personal preference and CoD even with it’s slower TTK is still significantly faster than other shooters on the market like Apex, so a faster or slower TTK really isn’t that different by CoD standards
It’s a buff to M&K players BUT M&K players are at such a disadvantage in 6v6 maps due to all the close courter fights. So it’s not like everyone is going to switch
I’m hoping for a longer TTK for the simple fact that corner campers and camping in general is more difficult. I prefer CoD when gunplay and movement abilities are accentuated through the players ability to react to getting shot. With a quick TTK I do like the point you made about balancing other guns with snipers and OHK weapons, but I would hope those would be balanced by the bullet velocity and other things that affect movement and the gunplay like ADS and ROF. The reason I love Cold War to this day is the balance of TTK and movement ability. (I ran Gung-Ho all the time)
Seems like everyone hates snipers in slower TTK games. It's definitely an issue that needs to be adressed. MWIII is a great example: Katt was the only consistent 1sk sniper at launch and it was really well balanced. 1sk snipers can't have a fast handling if TTK is slow, which is the situation we're in now. Flinch is never enough by itself to balance snipers, and I don't think we should rely on it to begin with. It's netcode dependent and inconsistent. It's 100% possible to have balanced snipers in a slow TTK game, BO4 would've been it without the high caliber attachments. Snipers need to be slow or weak, there's no way around it. I loved sniping back when it was rewarding and took skill (Bo3
As much as I always thought higher ttk was better I’ve been leaning more to a faster one just because of how much it ruins balance with snipers, shotguns, and marksman rifles/battle rifles/ semi autos. Shotguns are either straight shit or amazing, snipers are always stupid good, and the marksman rifles/battle rifles/semi autos category just gets fucked no matter what it seems.
So basically CW/MWIII TTK, I agree with that! Also fully agree with aim flinch, tho what I think would be an interesting way of having flinch, if they decide to have it, would be negative flinch (making enemies flinch downwards so they deal less damage as their aim moves towards the legs instead of dealing more damage as their aim moves towards the head)! What I don't agree with is higher HS multiplier tho as that makes TTK very inconsistent (see MW19)...
TTK should be adjusted based on the pace of title. For CODs with high mobility like MW3 it should be faster, for CODs with low mobility like MW2 if should be slower. Instead we get the opposite and it causes frustration. MW3 for example has such a high skill ceiling it feels very competitive and makes SBMM feel worse. MW2's is too low its frustrating. Choosing between high mobility and slow TTK is what we should be doing instead if having both at the same time. Thats why fast TTK sucks in MW2.
I agree with this a lot. It also makes the game feel like it has a smoother flow. It gives you a steady pace to work off of. MWII feels terrible because you are unable to adapt quickly to a bad situation. MWIII gets movement spammers that will dodge all your bullets, then take peakers' advantage to get you. I think that's why MW2019 felt so good gunplay wise. Everything was fast, and the flow was consistent. The absolutely horrible maps held it back a lot, though I will admit.
@@Alpha_2-6 yeah MW2019 had good TTK / movement combination, but bad maps and some campy OP equipment like claymores. Every game after has bad a bad TTK mobility combination
Disagree. MWII having a fast ttk was good. It made the gunplay rewarding cos the guns were powerful. The game should have had a ninja perk and classic minimap, but the gunplay was solid. Also I think if the movement is slower, the ttk has to be fast and when there is a slower ttk, there has to be faster movement. Otherwise there is not enough action. There needs to be either a fast ttk or fast movement. I’m not sure how a fast ttk and fast movement would pair - not that that would be a bad idea.
Also even though my preference is the faster ttk of MW 2019 and MWII, I really didn’t mind the slower ttk of BOCW. I’m fine with 150 health but the ttk was too slow in BO4. And I don’t hate the ttk of MWIII, but I don’t like it or the gunplay much compared to other CoDs. MWIII is a MW game and should have a fast ttk or it should have health bars like bo4 and BOCW so the slow ttk feels less off. That’s my take.
@@bobdarrick2628 idk what you mean by theirs not enough action if it's done the way I said. I'm a game designer since 2012 and I know how the various TTKs and mobility influence games. Slower mobility and fast TTK means it takes longer before you get in a gun fight and yet the gun fights end instantly and that leads to frustration. Only games this combination is good in is tactical shooters / extraction shooters where its apart of the thrill and adrenaline, not a game with respawns and small maps. Second if the TTK is fast and high mobility that means gun fights are happening faster and they end sooner but thats okay because you respawn and toue instantly back in the action and moving around. It's a good combination. People being bullet sponges while simultaneously being able to jump all around just exacerbates SBMM issues. We need to stpp having CODs that caters to noobs (MWII) and CODs that are too sweaty, it's just not fun, theirs a balance to be had.
My issue is that there really isn't much of a mechanical skill gap anymore with how powerful aim assist is in the game. Combine that with a slower TTK and that one-shot weapons would be the meta in those said games, it makes it so that that skill gap disappears especially if you're a KBM player. This is why the best CoDs have a faster TTK and why BO6 should have a faster TTK. In MWII, while I hate that game overall, the one thing I miss from it is the faster TTK compared to the one we have in MW3. Weapon balancing was much better in MWII because you can challenge one-shot weapons more so than this game. Not all the time, but more of the time
The thing with BO4 though was the manual healing. That's why the TTK was so high and 1 on 1 gunfights felt so engaging, you never knew if someone was going to jump out after winning a gun fight, when you had little to no health and had to heal. It made you stop yourself from challenging multiple enemy players at once, more reliant on character abilities and equipment. Fog of War also kept you in the dark and off-guard on a lot of the new and unique maps built around it. Wouldn't call the TTK in BO4 perfect though, the VMP and Micro MG definitely ruined the balancing and turned the game's final years into a sweatfest with everyone using them. People are still jumping around with them even to this day.
Look to reality for weapon balancing. Theres a reason swat teams aren’t quick scoping a 30lbs Barrett or why every soldier in the infantry isn’t handed a fully loaded machine gun. The answer is more realistic mobility penalties.
2 Things First, Seeing teasers for this game makes me sad that I won't be playing it... CoD has just failed too hard, too many times in a row, that I just can't do it... Anything now is too little too late... Second, to contribute to the TTK discussion, I absolutely hate longer TTK... The reason is, the more AVG shots to kill it takes, the harder it is to make a wider variety of weapons viable. Meta setups form much more quickly, and you get punished much harder for not using them... If Treyarch is going to keep things like the damage, range, and body multiplier schemes simple, that's a good thing... If more bullets makes it more difficult to balance a meta, then likewise, fewer variables makes it easier, and likely more successful. Match after Match of virtually everyone tuna flopping around the map with an MP5 and an RPG (c. MW19 Core) isn't really a fun game.
Sledgehammer in MWIII showed us clearly, that with poor balance, slow TTK is a no-go. We went from MWII with very fast ttk (relative to recent cods) made almost all weapons viable (even though there of course always was a "meta" and questinable balance decisions) to MWIII where we went to full rollercoaster starting with few weapons having significantly faster TTK (while not being even hard to control) than the others for not reason - making all other weapons outclasses, through useless shotguns, to several periods of blatantly OP one shot weapons all the way to even removing one shot from melee weapons from ranked, because of how slow TTK there is with available weapons compared to how fast the movement is. MWIII did some things right, weapon balance was not one of them and the slow TTK showed that clearly. And with terrible netcode/connection/server performance sometimes have it feel like you are getting 1-2shotted anyway, even now with really slow TTK, I will always prefer faster TTK. As long as it is still in reasonable range, faster TTK make balancing weapons easier, makes it feel more fair to play "weaker" nonmeta weapons. Makes it feel much less frustrating to play against one shot weapons, while at the same time one shot weapons can be tuned to be more consistent and therefor less frustrating to use and on top of that, it makes ttk feel much closer to time to die when the connection is poor (which happens a lot), limiting another source of frustration. So while I see a positives of slower TTK, and like several aspects of that as well (less corner camping etc), the negatives outweights that by a lot.
In terms of S&D, being able to take 3+ enemies by surprise (particularly in opening routes or flanks), is the only arguement needed for faster ttk. Counteracting spawn campers on a round to round basis has never been an issue for me in any of the past 12+ 100 health CoD games; playing the objective is the simplest answer, and arguably its even harder to stop them when you add riot shields to the equation.
I will always prefer 100hp ttk over 150. I understand the frustration of not being able to react, and campers are a big problem. The problem is 100hp lets bad campers get away with cheesy tactics, and 150hp lets movement spammers or people with trained aim to be almost impossible to beat using other tactics (along with 1shot weapons). A game I can compare this to is my experience with Insurgency Sandstorm. Positioning matters along with gun skill, but where you might lack refined aim, you can make up for by playing smarter. MWIII, I dont feel smart for playing. It seems the best strategy is to spam movement and use a meta gun. In MW2019/Warzone 1, I felt I could use whatever I wanted because my positioning and aim were great, I had the freedom to have fun because I was good enough to use what I had efficiently. And on a biased point, I hate running extended, or I like what should be the "default" capacity I.E. ~30 for ARs/SMGs. Faster ttk lets you run standard mags with less consequences
Give me a faster TTK any day. I'm tired of being automatically dead if I run into two or more enemies. I'm tired of getting a huge jump on someone, start spraying them down and still not get the kill cause they just ran away - they had all the time in the world. It can get incredibly frustrating.
Exactly. I know most people will say to get good, but it's not fun to have to play so perfectly to simply get a kill. COD is a casual experience, and the game should suit that instead of having super tuned SBMM/EOMM
@@Alpha_2-6 I don't think skill or casual vs sweaty is a factor in the equation. I'd even argue that you have to play even more "perfect" in a fast TTK game as positioning and quick reaction times plays a huge role, it's high risk high reward. Having to spray someone with bullets for 3 business days just to get a kill instead only kills the fun.
Problem with faster TTK is that it slows the game down. MW2019 and MW2022 were extremely camp heavy because nobody wanted to push and lose their streak when the chance of getting killed is insanely fast. I'd argue that lower TTK rewards aim, if you think you're taking too long to kill people, start going for headshots. They made a huge difference in Cold War, not so much in MW3 if I'm being honest, but hopefully in BO6 headshots are crazy lethal
@@pseudolukian2172 I'd be okay with longer TTK if headshots did double damage. But not really, 2019 was extremely mobile, all my lobbies had people flying around the map.
@@jeremiahtaylor1817 I am speaking in more general terms (especially since I don't use shotguns in the longer TTK games). However, you have made a great point that highlights my issue with long TTK. In your quick scoper scenario, that would more than likely already be dead in a faster TTK COD game. It is not 100% guaranteed they would be pending a number of factors but there would be a very good chance they would be.
As someone who plays keyboard and mouse, I dislike slower ttk's because controllers generally have a noticeable advantage over kbm. It can be very frustrating for someone who doesn't have amazing aim. Hopefully only having 2 body multipliers will help mitigate that aspect.
Yeah, it seems that KB&M players generally get the first shots off before controller players but sustaining that accuracy is a lot harder. It's very easy to miss some shots after landing the first one or two, especially with all the fast movement of modern cods. Controllers on the other hand seem to take a little longer to center on the player for the initial shots but once they're on target, the aim assist sticks like glue. It can be very hard to move enough to break out of that aim assist. Basically, you need to be a very accurate keyboard and mouse player to compete with it.
@@SurgeDashcam and that’s the worst part of it is how much effort that’s needed if your aim isn’t the best… it’s difficult to play casually in cod now for me and that’s a shame really.
yeah thats what makes cod cod, if your bad you lose im on kbm to and your just bad, the higher the ttk is the more skill it takes so it would be way better if it would be high
@@JusthidemeYou act like taking 1 extra shot in majority of situations is asking a lot. It makes a slightly bigger skillgap and punishes those who only hit 2-3 shots on target before missing.
@@MrKing-he3eo it’s never one extra shot. Want proof? Go play MWII and MWIII Use the same gun with the same attachments(aka use a mw2) and look at the difference.
They never balance one shot weapons well with higher ttk. Please revert back to MW19/MW2 ttk can’t deal with another year of BS OP snipers. Ranked is better with higher but fuk em
I much prefer faster ttk games which are centered around reaction times and crosshair placement/positioning. I think there's still plenty of gun skill involved (especially when you have lots of body multipliers to encourage aiming for the upper torso). One shot weapons are just near-impossible to balance in slow-ttk games. Look at MW3: all the snipers/shotguns are either disgustingly OP (like the kar98 was) or completely useless (like most of the shotguns).
As a mouse and keyboard player, slow TTK is horrible when compared to fast TTK. Slow TTK amplifies the power of aim assist to the Nth degree and forces me to sweat every game just to keep up with aim assist players. Give me MWII TTK all day every day and twice on Sunday
As you just explained, the actual issue is overpowered aim assist, not TTK. They should simply add IBMM like XDefiant and that would be a non-issue. Know how many times I raged at aim assist in XD? ZERO TIMES because I use IBMM lmao
Im just worried if the marksman rifles are going to be a one shot headshot or not. thats what put me away from Black Ops Cold War was the fact they couldnt one shot headshot. I am a headshot player, and having weapons that can one shot headshot mean the world to me in call of duty, and without that ability, its going to be a rough year.
Shotguns are supposed to be good at close range. Snipers should never one shot at the hip. That’s so annoying having a sniper shot randomly at the hip and then dying instantly.
@@User-be5yj depends on movement and theory of "closing the gap". Cool shot guns dominate when cod movement is cracked but with this new movement system it should help nerf our speeds. Snipers would be less outrageous if we could move and head splitting speeds.
@@TacticalReaper56 that’s a good point. I feel like it’s going to be a shot gun meta because you can run around dolphin drive around a corner and pump someone with a shot gun and run into the next room and pump the next player.
I know that MW2019 got a lot of flak for map design but I think it's the only one that got the skill:luck ratio right in recent times along with the player speed. MW2 had similar times but you moved REALLY slow comparatively in that game. You could be more liberal with stats like hipfire esp on 3-hit kill weapons because if you could make your enemy miss just even one shot and get lucky on one shot, you could win fights you normally couldn't- and I think that having a balanced approach to skill and luck like that will do more for making seemingly balanced gameplay, esp when the actual balance of the game was all over the place.
I think Infinity Ward should stick to futuristic era titles with low time to kill and Sledgehammer Games can make any era Call of Duty but they need the health set at 125 HP this would be the best way to test weapon balance. Treyarch can stick to high health with historical and modern era games since they were able to work health out in Cold War. Call of Duty WW2 felt like it was in between high and low time to kill so it made the multiplayer experience amazing when they fixed the game.
The TTK felt good in MW2, but they slowed the guns and movement down a ton. MW3 TTK feels slow, I would like to see a middle ground like the TTK in Infinite Warfare or BO3
Im hoping its a fast TTK. We already had a slow TTK, definitely dont need another one with a slow ttk. I hate CoD games that have a slow ttk, because i also know that snipers and melee abusers thrive in those type of games.
That's exactly what I've been saying. Slowing down the ttk just forces people to use the meta and the game having inconsistent gunfights due to the headshot multiplier being so high. Personally, ww2 and Bo3 are the games that seem to master having short ttk's but not to the degree of mw19.
@@zxmrmayhemxz8191 out of the last 5 CODs, only 2 of them have had relatively slower TTKs. The other 3 were lightning fast. I’d be fine with a separate playlist with a faster TTK (a bit slower than hardcore) so players like you can have something to enjoy, but the core game should have a slower TTK
@@Xpertfusion no the fuck we don't. All it does is make snipers and melee users annoying as fuck to deal with, and make guns to inconsistent. Slow ttk makes no sense at all its stupid imo. If I come around a corner and I have a gun built for ads and sprint to fire speeds and I shoot first, I should get the kill period. But in those same situations a guy will get his gun up slower than me while im already shooting him and kill me. It makes no sense. I have an smg I run up on a sniper who is relatively good, but I know in cqc I got the upper hand. Nope. With a slower ttk, I can spray his ass first, all I'll get is hit markers and sniped one shot, one kill. So in games with slow ttk, rushers like me are punished for being to fast. My guns are built for ads speed, ads walking speed, sprint to fire, it does not matter in an inconsistent slow ttk game like many of the Treyarch games and especially mw3. I don't wanna spend 5 minutes in a gun fight that I know I'll lose because the ttk is inconsistent as fuck. I don't wanna spend 5 mins in a gun fight when I really can be done with it in a few seconds because of how fast my gun is built. I'm already fighting recoil you mean to tell me I gotta deal with a slow ttk thats inconsistent, and annoying ass snipers and melee users? Fuck outta here...
I hope to god it's just not as awful as MW3. I prefer it when people actually die when I shoot them, not the fucking sea of hitmarkers we have now. I personally preferred Mw20129 and MW2022. Super fast and snappy ttk made gameplay feel so much smoother
I personally think the best balance is quick ttk up short, with a very stro g dropoff for smgs etc (think x defiant) and longer time to kills at range white higher flinch for snipers. This allows a good balance of not getting cooked ar range when going from place to place by like your average AR or smg and allows for some strong CQB combate and also allows to balance some su gama into low recoil long range weapons to fight off sniper etc at long range. Also give LMGS a better place if they can hold that mid to fast ttk at range better than most assult rifles.
Sticking to hardcore like most games. Personally, I liked the Vanguard ttk the most, which was the only game I stuck with standard. I did enjoy hopping into War mode with different classes for MW3 though.
Somebody please explain to me WHAT IS WRONG WITH AVERAGE TTK? (Im referring to TTKs like BO2, BO3, WWII or Infinite Warfare.) Those TTks were perfectly fine and nobody had a problem with it until for some reason BO4 came and made everything just sweatier with peashooters everywhere? Why people nowadays crave for painfully long ttks? Skill? Not only this is Call of Duty which was never founded on the thought of rewarding skill, but with 150hp games people just choose to abuse one shot kill weapons or the META because anything stronger is much better than anything less powerful. I seriously don't understand this need of 150hp. I don't
BO4 ttk was fine the only problem with BO4 was the operators were annoying. everyone is going to use a strong weapon. if you can’t hit your shots that’s on you. no one wants a mw2019 type game where people are afraid to even move because they get hit in the toenail two times and die.
@@epicgamerzfail4575 I disagree with MWIII TTK being fine. It makes one shot weapons really frustrating to play against. Especially since they made certain snipers and marksman rifles so lightweight and quick.
@@SurgeDashcam thats more a problem with SH balancing than high ttk. Like why did the longbow/kar have marksman rifle aim assist when they first came out? Or the basb lever action that could one shot anywhere for a day? You dont see people running around with the other snipers in mwIII for a reason.
8:35 well that's your experience, I will tell you mine 150hp experience: -Sniper abuse -Meta weapons abuse -Sweatyness increase -Inconsistent gunfights -Multiple kills impossible unless you're lucky -Camping with 1 shot weapons -Claymores, Bouncing Bettys, IMS abuse So in reality, it seems like 150hp does nothing better than 100hp can do but it adds more problems than 100hp have...
Your bullet points for the most part having nothing to do with 150hp! Your first 2 relate, the others relate to the game or individual players and their associated skill level and play style. The pacing difference is dramatic! Even between MW2 and MW3. The amount of player movement is night and day! The sniper issue is profound tho, I do strongly agree with that.
@@devonlamb3 Well exactly, as you noticed it those points can apply to 100hp too. That just shows how 150hp isn't that "saving grace" people say it is. But the multiple kill one and inconsistent gunfights are also legit problems with 150hp mostly
Completely agree with this, except for maybe the one about mines, that is going to happen either way. SnD with slow TTK sucks because it’s just a sniper fest with people hardscoping
@@erm221 I agree. Alternatively I'll say, so is the camping! I'm sure the no dead silence in MW2 didn't help as well to be fair... But across the board, people move dramatically less when it's 100hp. I get what you are saying tho
@@Goyahkla6772 There's an entire generation of people who have never played any other FPS game other than CoD and can't fathom snipers requiring a headshot to get a one shot kill. Shrinking the target for snipers in a longer TTK CoD is an obvious and easy solution, but these people want their easy kills.
As someone who loves doing melee builds I'm excited to see how they handle melee this time around (or at least a CoD that excites me enough to play it).
Just make the total ads+fire time equal to an ar’s total ttk from the same position. E.g. an ar from sprint takes 300ms to kill based on combination ttk make the ads+shoot on a designated quick scoop rifle 300ms. Then it comes down to who can hit there shots. Also, put heavy ideal sway on all snipers starting at 400ms as well as heavy sway on strafing and shooting with them. It’ll keep players from camping a lane with a sniper and staying ads the entire time.
Hopping for 200ms or lower, the most fun MP experience that i had with COD was with 200ms or lower. PS:I just discovered my preference in this video, i never notice that my favorite COD were always the ones with lower TTK
Much prefer faster ttk and I disagree that slower ttk means more movement. Faster ttk games encourages overall team/map rotation, less hard scoping etc because the goal is to get the drop on the enemy. Slower ttk like MW3 means most players will head glitch and hard scope to avoid movement abusing players beating them in a gun fight. Think WZ players camping to the very end to get cheesy kills. Edit to also say: I think slower ttk/prolonged gun fights really highlight the poor quality of MW3 servers and their net code, lag and packet loss issues. Faster ttk could mean a smoother overall playing experience.
I'm not generally someone who's picky about health or TTK, but for CoD specifically... Sorry, but the BO2/CoD4 (withiut SP/Jugg)/2019 damage model just works the best. Snipers aren't as broken in that sandbox as in the 150 health ones. Shotguns are allowed to be actually usable. And it makes the excessively twitchy style of Modern CoD less painful since theres just less dodging bullets. And based purely on the trailers, looks like the third 3arch game straight of LMGs and Burst/Semi auto rifles also completely breaking the game. Probably a pretty safe skip based on what I know.
@@SwRthe1 Cmon even shipment and Das House have a bunch of Kar98k abusers lying down on the exposed lanes waiting for people to one shot. Literally the average COD experiencie even with 150hp 😂
I hope that the TTK is within the MW2019 - Cold War range for BO6. MW19 had amazing feeling weapons, and CW had an awesome TTK. Treyarch, please give us both.
If it's anything like Cold War's TTK I'm all for it, however snipers with one shot capabilities from the torso is crazy. Guess I'll have to wait until the beta to see if that's still true as some of the Cold War snipers are disgustingly broken.
Shotguns, yes. But I think the viability of Pistol primaries has never been better than in MWIII. COR-45 is one of the better guns in the game for those with good trigger fingers (or dirty cheaters).
The original MW3 and Ghosts were the only games to get it right. Every gun was consistent and viable with a 3 shot range up close, and no stopping power making it unbalanced. Every older game with stopping power had it too fast, and every other game aside from these two had it way too slow
Fast TTK is objectively better and slow TTK lovers get no maidens. Being serious though, Ghosts was perfect. Shoot first, win. Insanely perfect net code. That’s how it should be. Ghosts is the gold standard for TTK. If people want slow TTK they should play a battle royale, where it actually makes sense. Fast TTK means you can get multikills, rewards reaction time, rewards game sense and positional knowledge, rewards every type of weapon to use, is much less stop-start and generally is a more skillful environment. Slow TTK means everyone uses snipers to get a clear advantage and every gunfight is a frustrating boring game of peak-hide, peak-hide, as well as bad players being given the benefit of the doubt that they don’t deserve and meta weapons being way more obnoxious.
@@GT3NB I agree that Ghosts has probably the best netcode feeling in COD and every shot feels great, but that game TTK was too fast for some reason. OG MW3 & BO2 TTK are much more better and at the same time not that different
@@erm221 Ghosts had the best netcode so the hit-reg in that game was literally perfect, not a single shot would be not registered due to desync, however, the devs forgot to consider that and just copied the damage stats from mw2 and mw3 (og ones), which resulted in a too fast ttk (in older games ttk was perceivably slower due to a few hits not being registered)
Consistent body multipliers are so important in an arcade shooter because as soon as someone hits an arm and does less damage, then it’s “my guns broke” “my games broke” “he’s cheating” etc
There are two ways to get a more balanced time to kill if they are going to keep things simple without damage multipliers then they need to make the health at 125 this would put the time to kill in between high and low kill times. The other way they could balance out the time to kill is if they are going to use damage multipliers they need to make the health 150 to 200 and then reward upper torso, neck and head shots with the most amount of damage like 1.5 to 2.0 kind of damage. Then make center mass and below and all the limbs have the lowest damage multipliers. Center mass should still be slightly rewarding so instead of the standard 1.0 put the damage multiplier at 1.1 or 1.2 that way accuracy rewards players with low kill times. Let's say you got a standard M16 on low kill times it's a one burst kill and on high kill times it is a two to three burst kill but if you use high health with damage multipliers it would look way different. Like if they hit all three shots to the upper torso it is a one burst kill and to center mass it is 1 and half burst kill while limbs and waist shots are 2 to 3 burst kills. That is how high health should work but Treyarch and Sledgehammer Games didn't do that which made one shot kill weapons way stronger. I think instead of only marksman rifles and sniper rifles being rewarded for accuracy that all weapons should be rewarded for accuracy this would make one kill weapons way weaker if they weren't the only one rewarded for accuracy.
I thought that the TTK in Cold War was the perfect balance of slow enough so it takes some skill but fast enough to still feel like cod, so I’m very happy
I’m really hoping for a faster ttk. I know treyarch, for whatever reason, just will never give us a fast ttk game but mw2019 was perfect, every gun was viable and you weren’t forced into the current meta unlike Cold War and mw 3
Its funny. Back at launch, MWIII sold me on longer TTK games. The only major issue I had was kiling multiple enemies at once being a struggle. Then they added that god damn Longbow kit and it's been all down hill since. Sledgehammer had something with this game and then ruined it with the batshit 1 shot kill weapons.
I'm ok with the ttk being long but if so I would personally love the option to have health bars for enemies but it should be able to be turned off and on because I know some people get annoyed with them.
I love the MWIII TTK. Honestly, in my mind its the perfect balance of higher TTK compared to the way too insane BO4 or inconsistent Cold War. All I have to say is that if Snipers are as OP with no flinch like they were in Cold War the MP will be chalked.
I prefer a slower TTK, but I feel like for balancing, the sniper hip fire accuracy should be substantially nerfed, flinch should be increased (or fixed, because against controller players it really feels like the aim assist negates some of the flinch), and that snipers should have an ever increasing aiming idle sway starting from when you hardscope for an significantly long time (like 8 seconds in idk). It’s just brainstorming but maybe this could help with balancing snipers.
The only way this will work for me is if the maps are small to mid side cuz mw3 with its nostalgic maps sounded fun until it wasn't because of how big they scaled to the new version of cod and it led to sometimes not getting your kill and running out of ammo fast. Once they introduced small to mid size maps i started having fun and learning how to make the games movement to my advantage but again these high paced movements with slow ttk only work on small to mid size maps, larger maps are campy and boring which lead to running out of ammo fast
Consistency is more valuable. If you can count your shots and know what you can get each time, much less frustrating. Perhaps values aim a little less, but in an arcadey game like this, fun and feel are more important than minor realism. Personally, I don't like the super fast, melty ttk IW gloms onto, nor do I like the spongey ttk Treyarch brought. Black Ops 2 and WWII had a good middle ground without being fast, nor slow. Right between the two ends. This is one of the factors that makes me enjoy both of those games the most.
i get it that the Grau was a Sig 552 which was in the same family as the burst Swat 556 (Sig 556) from bo2 which makes sense. But now we have a world where we call a gun Famas for a few years, then FFAR, and back to Famas and then FFAR, and then the mp7 turns into vel 46 overnight, and men look at a FN Scar and says "yep, made by the best Belgian manufactuer Tactique Verte"
@@alcerixxia614 Yeah, I dunno. the gun names are inconsistent as hell....until they're not ( *cough* the X16 in MW2019 and the X12/X13 in MWII staying consistent for the Glock family of pistols *COUGH* ).
@@sgtdipaolo yeah cuz they went with a fictional name in the first place, giving it some bit of consistency. Sucks for people like me though, cuz I like to call and remember guns with their real names (real names are more easy to remember since they don't change from every title), and after a while I look at a random name and forgot which gun it was.
That wouldn’t do anything but break weapon balance. Since the difference in ttk styles in CoD is typically 1 bullet, you won’t find a middle ground in ttk by simply selecting a middle ground hp value since you can’t kill in half a bullet. The only way to get a middle ground is to adjust average rate of fire values
I prefer the slower ttk. I used to play hardcore and quick ttk is too similar. see first kill first. quick reflexes. done and dusted. but do you even tacticool bruh? can you maintain target acquisition? did you use cover? and yes I like different body multipliers. where you shoot somebody does matter
TTK breakdown from previews is crazy 😂
I don’t mind 150hp cold war/bo4 ttk. But that bo2/bo3 ttk is just muah, chefs kiss.
The only downside with slow ttk cods is that it tends to be the ones where snipers are the most OP and shotguns somehow become worse than literal melee weapons.
I stopped playing MWIII because of this. So tired of people using the lastest fastest 1 shot sniper or weapon in every match.
People say 150hp rewards "skill" but in my experience just makes the games balancing worse. People aren't skilled for using the most broken weapons in the game.
That’s a good point but usually snipers are the most effective weapon unless they nerf quick scooping by making it slow to aim. I hate snipers when they hip fire me across the map. Like any hip fire shot from a sniper shoul not be an instant kill unless it’s within shotgun range. Maybe not even then.
They should just add a "no snipers" mode into the core modes of TDM, KC, DOM etc then just have it be a mix of TDM/KC and DOM.
@User-be5yj bro how often do you get hipfired?? 😂😂 the real problem is the ridiculously fast ads time like on the kar
snipers are cracked regardless.. mw2019 snipers were still top tier and that had a fast time to kill.
8:55 "crossing a street" 2019 flashbacks huh 😂😂😂
God the base maps in mw19 were horrible
@@CERRYGREENBAY Hackney Yard is damn goated. Ramazza too
That's what I wad thinking. As much as I loved 2019, the maps were not designed for how it played
Ace been constantly throwing shit at IW and I’m here for it lmfao.
Grazna Raid
i hope while movement goes up, ttk goes down, or its gonna be like a dance-off for every gunfight u ran into
that's a great point
This. This is how Warzone feels most of the time. It’s just ridiculous.
More movement has to always be paired with slightly slower TTK, otherwise you are immediately invalidating any movement mechanics that might arise.
@@Babybarschalarm but not too slow, like when wz had heavy armor LTM everyone hated it
low ttk also brings peekers advantage into the picture
Slower ttk ends up 0ms ttk meta
Vs
Faster ttk and 200-250ms meta
Being able to shoot at doors to open them is a new mechanic I don't see being talked about nearly enough! Pretty sure they're being told to have doors from higher ups as I doubt Treyarch is actually fond of them, knowing their general map design philosophy, so I'm glad they at least found a way to make them way less tedious! No more being afraid of running through doors because there might be a claymore or camper behind it, that's such an underrated feature!
Doors are interesting but I don’t think anyone would complain if they never came back.
I agree, it isn't talked about enough. But I think, for consistency sake, they are implementing them so that it blends in with the other games and WZ.
Just don’t overdue the doors.
Doors suck so bad
@@User-be5yj I fuckin will lol. Especially in warzone. U just need to git good at the game.
Arguably the most important balancing factor for snipers is flinch. In Cold War, the snipers were the slowest and weakest they've ever been with fewer 1SK zones, and they were STILL broken. Why? Because they didn't have sniper level flinch.
Playing any COD game with 150hp is dreadful. Snipers and even sniper campers everywhere. Such a unnecessary change that only divides the community more. What was wrong with BO3's ttk? Not even MW2, why people INSIST on 150hp?
My main issue with 150 HP is that I CONSTANTLY get gang killed.
@RipVanWinkle-zm7vs high hp worked in bo4 well and while i love mw3 i agree i dont think high hp works as well in a cod without specialists. I think 125hp would be better
@@RipVanWinkle-zm7vs Honestly thats how i decide if i buy a cod now if the health is 150 i will not buy that shit because of the pure bs with the amount of shots. If i need a game like that i just play the division 2. In my eyes any COD where an ak47 kills in 4+ shots i dont buy it. Another thing is for some magical reason they always pair a fast ttk cod with clunky movement and slow ttk with movement i dont know why in gods name they think shit like this works when it clearly doesnt.
@@theFORZA66 BO4 MP was divisive because of 150hp. Some people liked it, some people hated it, but what what im trying to say is who had a problem with BO3s ttk?
No one, they fixed something that was not broken and divided unnecessarily the community.
125hp doesn't have a different effect than having 150hp or 100hp, it depends on weapon damages and how they want to balance the game. 150hp just adds 1 extra bullet in most weapons to kill, 125 would just be 100hp with some exceptions
I'm reading a number of comments that all make the argument that the slower TTK allows for more frustrations with the snipers in the game. However I don't believe that the 150 health or the TTK is the issue, the problem is that the devs are not properly balancing the snipers for this weapon meta. It's entirely possible to make sniping more difficult, but the downside is alienating CoD snipers that enjoy the traditional CoD sniping experience. Shotguns and High caliber secondaries are also usually One shot Kill weapons, however in recent 150 health games, BOCW, MW3, they are generally regarded as underpowered due to their limited range or the level of precision required to land headshots. The argument that OSK weapons thrive in longer TTK environments is only unique to snipers.
Here is a number of suggestions to limit Sniper effectiveness in a longer TTK CoD
1) Significantly longer ADS times, with a massive unpredictable bloom unless the gun is fully ADS
2) Snipers are unable to use any other scope other lower than an 8x optic
3) Snipers are subject to considerable flinch at a horizontal level to ensure they are not winning gunfights in a neutral setting
4) Snipers are limited to one shot kills when aiming for the head or neck (smaller target)
5) Snipers do more damage the farther the bullets travel, limiting their effectiveness in CQC
6) Snipers cannot equip a secondary limiting the versatility of positioning for the user
7) Snipers are limited to magazines of 4-5 shots, with a long reload time
8) (Controller Specific) Snipers have little to no Aim Assist
Any one or a combination of nerf to snipers would make them less overbearing in a long TTK CoD, but the issue is that most people who like sniping enjoy the ease that they can do so in these games. And how much we can nerf snipers in CoD before it doesn't feel like CoD sniping anymore is a real concern. Internal statistics probably indicate that the people who like to snipe, tend to only snipe, and by making it more difficult, the developers would be alienating an entire portion of their playerbase when they know the majority will tolerate sniping so long as it isn't too OP.
Top tier comment.
I think a high amount of flinch and slow ads is reasonable. Cw had one slow ads speed but it had no flinch
As a SnD player, slower time to kill is so much worse because it becomes a sniperfest every match as I’ve learned the hard way with Cold War and MWIII. I find that to be very boring, and am rooting for ~230ms TTK for SMGs and 270ms TTK for ARs. Between MW2019 and Cold War would be a sweet spot for me personally.
I've noticed that trend in COD. the worse the mp experience and the faster the ttk, the better, and more popular the SnD. The best examples are Ghosts and MW2019 from the top of my head
Then play something more besides SnD.
The only reason sniping in Cold War was OP is because their game had less movement than black ops four the game has aim assist on snipers and little to no flinch with those three things sniperswill literally dominate
@@DxyurSnipers still dominate in MW3 with more flinche, better movement, and tons of sway. Snipers are simply gonna ruin high ttk cods no matter what.
230ms TTK SMGs and 270ms TTK ARs is basically MWIII😂😂the Lachmann Shroud full auto aftermarket part turns it into a 235ms TTK, and the SVA 545 is already a 270ms TTK
Faster ttk makes balancing 1 shot kill weapons extremely easy. 150hp cods have terrible balance. 150hp also encourages people to use meta weapons more
125hp would be interesting
@@Goyahkla6772 i would be down for that
I disagree about the meta weapons, people running meta constantly happens in every game, i never saw a difference with cold war. Mw19 was probably the most egregious i ever saw with m4s, mp5s, and kar98k every single game, and that had a fast ttk
Also, while i agree that it's harder to balance 1 shot kill in high ttk, treyarch made a lot of obvious bad decisions in cold war that led them to being so strong. Badly designed flinch, badly designed scope glint (why does it pulse and go away? That just delays your reaction time because it doesn't appear instantly), able to ads while jump shotting with sniper rifles, the ludicrously fast handling of the crossbow despite its 1 shot kill anywhere to the body, etc. It would be a lot more balanced if they had just executed it better
Many of the balance issues with cold war were obvious and easily fixable, the fixes just weren't implemented
The health values don't matter: what matters is the damage values are as a percentage of total health value.
Fast TTK like in MW2019 is garbage tho. It encourages camping and slow, “always ADS” gameplay while punishing players for moving and getting caught in the open because you just get insta-melted without having a chance to get behind cover. If you wanna play like that, just play Hardcore. There has to be a middle ground. A TTK like Cold War was pretty balanced, but not perfect. A TTK like BO2, however, would be perfect.
I feel like the worry of fighting back against campers being harder with a shorter time to kill was heavily influenced by the lack of ninja/dead silence since 2019.
I think there's a big misconception to begin with.
100hp is not "fast ttk". Its normal ttk, COD games always had 100hp 3/4 shots average to kill.
100hp with stopping power is "fast" ttk and the last game that had it was MW2 2009.
So when people ask for 100hp they're not asking for "fast ttk", they're asking for the normal ttk in COD, which logically, is the most preferred and successful ttk in the franchise, while in the other hand, 150hp is just "slow" ttk which only benefits people who believe Call of Duty prioritized skill over casual gameplay.
🤓
I hate having to say this but higher ttk cod games don’t work. Not because I’m bad (though tbf, I am) but because it takes the inherently overpowered one shot weapons and makes them even more powerful. It doesn’t increase the skill gap, it just encourages people to “beat it” by spamming snipers, marksman rifles, and shotguns resulting in a frustrating ttk for anyone who likes using ARs, SMGs, or LMGs. Unless snipers are actually balanced with no aim assist, massive flinch, and slow handling the multiplayer has a glass ceiling.
I would say I'm a pretty decent COD player, at least above average. However, I absolutely love faster ttk COD's because it just feels better. I may be biased, but I love flanking and getting an advantage with positioning. Newer CODs don't really want you to be able to do that
@@Alpha_2-6 completely agree. I also feel like higher TTk cods favor players with better ping/connection. I play on a wired connection and still have consistent 50-65 ping and you see players online having ping around 15-20. Because of my physical location, I am constantly at a disadvantage due to server ping. A higher TTK makes that even worse because their reaction time is padded by their faster ping. Can’t count how many times I’ve sunk 4-5 shots into someone that is looking the other way and they still manage to whip around and delete me.
A lower TTk just feels better and more consistent.
@@Jeepdude03Agreed
@@Jeepdude03 I think if you’re a professional cod player on LAN where ping stops mattering it’s probably a better viewing experience but that’s like 1% of all scenarios
@@jointhekraize for most people yeah. But there is a very noticeable difference when I’m on 70 ping vs 30. I do play ranked a lot and am typically playing in upper diamond and crimson. If I’m 50 ping or higher, chances of winning drop significantly.
I’m good with both fast or slow ttk, but I would like to see 3 different body zones(full torso,limbs,head).
That’s pretty standard. They’ve done that for years
@@Champoforyx most older cods didnt have limb multipliers unless it was a sniper. It wasn't until mw2019 when most guns had different damages for arms, torsos, etc.
My favourite part of a long TTK, especially in a game with extreme movement capability, is when you unload into an enemy and then a teammate gets in the last bullet and steals your kill. Love that. Long TTK is just so fun.
I don’t mind a slow or fast ttk. My only problem is with a slow ttk 1 shot kill weapons aren’t balanced. Sniping is way too op in Mw3 and Cw and doesn’t feel satisfying to me.
Don’t get me wrong, I love sniping I just don’t like getting shot 5 times then sniping someone. Doesn’t feel fair.
It’s definitely a toss up, but I’m personally more leaning to a slight faster TTK and I’d like to address some and add a few more pros/cons in addition to the ones Ace mentioned.
1. Balancing one-shot weapons is far easier for faster TTK than slower TTK. Just take a look at how insanely OP snipers were in CW, especially before they had flinch.
2. Team stacking (multiple enemies approaching at the same time) is less effective with a faster TTK because you don’t need to land as many shots to get the multikill. This one is huge for playing against parties who will essentially just travel as a group.
3. Positioning is slightly more important with a faster TTK, but this is honestly pretty close to equally important for both. Holding power positions and map control is always important. With a faster TTK, you can more easily pick off enemies from a particularly powerful position, but on the flip side you can also be taken out yourself easier compared to higher TTK where you can often react to getting shot and just crouch behind cover.
4. Movement is also equally important for both since forcing enemies to miss shots will often win you the gunfight regardless of TTK. This is why people can still do well with slower killing guns that have high mobility.
5. Sustained accuracy is definitely more rewarded for slower TTK compared to faster TTK, so there’s really no arguing there. But not needing to be as accurate with your shots allows for faster handling less accurate builds to be more viable because you don’t need to hit as many shots in a row.
6. Dealing with corner campers I feel is easier with a faster TTK. Often times, corner campers use shotguns because of their one shot capabilities which makes it significantly harder to kill them with a slower TTK when you need to put an extra bullet into them and they still only need one shot. Additionally, if you know where a corner camper is, you can often kill them before they even have a chance to react with a faster TTK. This is why even in a game like MW2019 I was able to easily deal with corner campers because I knew the common corner camping spots and could kill them before they had a chance to react.
6. Transitioning between cover is something that is easier to do with a slower TTK, so I can see how this would lead to the average player moving around more, but the optimal way to play CoD has always been camping behind your teammates or holding strong power positions to spawntrap and farm streaks to basically bulldoze the enemy team (this includes in obj modes where streaks often just auto spawntrap themselves as your team holds the obj). The best players in the lobby from my experience are almost always the ones who let their lower skilled teammates run for the obj as they pick off enemies trying to kill said teammates to farm for streaks to then freely capture the obj.
7. Hipfire builds are significantly worse with slower TTK because it’s far more likely for you to miss shots which lead to you having an even slower TTK. Compare this to a faster TTK where gunfights are generally faster and there are less opportunities for you to miss shots. If you say have a 90% chance of hitting each of your hipfire shots, this equates to a 73% chance to hit 3 shots in a row, 66% chance for 4 shots in a row, and 59% for 5 shots in a row. This is why I could easily make hipfire builds in MW2019, but in CW and MW2023, hipfire builds are largely unviable (outside of akimbo).
8. Stuns and flashes are also slightly less powerful with a faster TTK. If you get hit by a stun or flash without a dedicated counter perk, you’re basically screwed. Your only hope is that you somehow land shots in order to kill the enemy who throw the tactical. With more shots to kill, this is even more difficult. Now I understand that running the counter perk should always be the best option, but I personally am never a fan of just handing out free gunfight wins just because you selected stuns/flashes in your loadout. Any counterplay to them I feel is always helpful even if it is very minor.
At the end of the day, it’s all really just personal preference and CoD even with it’s slower TTK is still significantly faster than other shooters on the market like Apex, so a faster or slower TTK really isn’t that different by CoD standards
I hope they take away Aim assist from sniper rifles like they did in BO4
It’s a buff to M&K players BUT M&K players are at such a disadvantage in 6v6 maps due to all the close courter fights. So it’s not like everyone is going to switch
@@emmabrenchley953 How are M&K players at a disadvantage in close quarters?
@@JF-vz1ju aim assist is very strong up close
How well a certain Ttk style plays really comes down to map design and movement mechanics
I’m hoping for a longer TTK for the simple fact that corner campers and camping in general is more difficult. I prefer CoD when gunplay and movement abilities are accentuated through the players ability to react to getting shot. With a quick TTK I do like the point you made about balancing other guns with snipers and OHK weapons, but I would hope those would be balanced by the bullet velocity and other things that affect movement and the gunplay like ADS and ROF. The reason I love Cold War to this day is the balance of TTK and movement ability. (I ran Gung-Ho all the time)
Seems like everyone hates snipers in slower TTK games. It's definitely an issue that needs to be adressed.
MWIII is a great example: Katt was the only consistent 1sk sniper at launch and it was really well balanced. 1sk snipers can't have a fast handling if TTK is slow, which is the situation we're in now.
Flinch is never enough by itself to balance snipers, and I don't think we should rely on it to begin with. It's netcode dependent and inconsistent.
It's 100% possible to have balanced snipers in a slow TTK game, BO4 would've been it without the high caliber attachments. Snipers need to be slow or weak, there's no way around it.
I loved sniping back when it was rewarding and took skill (Bo3
As much as I always thought higher ttk was better I’ve been leaning more to a faster one just because of how much it ruins balance with snipers, shotguns, and marksman rifles/battle rifles/ semi autos. Shotguns are either straight shit or amazing, snipers are always stupid good, and the marksman rifles/battle rifles/semi autos category just gets fucked no matter what it seems.
My ideal CoD TTK would be somewhere between BO3-BO4, but higher HS multipliers. And no actual aim flinch (except for Snipers ala CW).
So... XDefiant?
mw19 ttk goated
@@Calma123_ nah its a tad too fast
Bo4 forever underrated shit was a classic
So basically CW/MWIII TTK, I agree with that! Also fully agree with aim flinch, tho what I think would be an interesting way of having flinch, if they decide to have it, would be negative flinch (making enemies flinch downwards so they deal less damage as their aim moves towards the legs instead of dealing more damage as their aim moves towards the head)! What I don't agree with is higher HS multiplier tho as that makes TTK very inconsistent (see MW19)...
Bruh, the COD community is so hard up for content. Dude is doing time to kill on a game that's not even released with NO DATA.
TTK should be adjusted based on the pace of title. For CODs with high mobility like MW3 it should be faster, for CODs with low mobility like MW2 if should be slower.
Instead we get the opposite and it causes frustration. MW3 for example has such a high skill ceiling it feels very competitive and makes SBMM feel worse. MW2's is too low its frustrating.
Choosing between high mobility and slow TTK is what we should be doing instead if having both at the same time. Thats why fast TTK sucks in MW2.
I agree with this a lot. It also makes the game feel like it has a smoother flow. It gives you a steady pace to work off of. MWII feels terrible because you are unable to adapt quickly to a bad situation. MWIII gets movement spammers that will dodge all your bullets, then take peakers' advantage to get you. I think that's why MW2019 felt so good gunplay wise. Everything was fast, and the flow was consistent. The absolutely horrible maps held it back a lot, though I will admit.
@@Alpha_2-6 yeah MW2019 had good TTK / movement combination, but bad maps and some campy OP equipment like claymores. Every game after has bad a bad TTK mobility combination
Disagree. MWII having a fast ttk was good. It made the gunplay rewarding cos the guns were powerful. The game should have had a ninja perk and classic minimap, but the gunplay was solid.
Also I think if the movement is slower, the ttk has to be fast and when there is a slower ttk, there has to be faster movement. Otherwise there is not enough action. There needs to be either a fast ttk or fast movement.
I’m not sure how a fast ttk and fast movement would pair - not that that would be a bad idea.
Also even though my preference is the faster ttk of MW 2019 and MWII, I really didn’t mind the slower ttk of BOCW. I’m fine with 150 health but the ttk was too slow in BO4.
And I don’t hate the ttk of MWIII, but I don’t like it or the gunplay much compared to other CoDs. MWIII is a MW game and should have a fast ttk or it should have health bars like bo4 and BOCW so the slow ttk feels less off. That’s my take.
@@bobdarrick2628 idk what you mean by theirs not enough action if it's done the way I said. I'm a game designer since 2012 and I know how the various TTKs and mobility influence games.
Slower mobility and fast TTK means it takes longer before you get in a gun fight and yet the gun fights end instantly and that leads to frustration. Only games this combination is good in is tactical shooters / extraction shooters where its apart of the thrill and adrenaline, not a game with respawns and small maps.
Second if the TTK is fast and high mobility that means gun fights are happening faster and they end sooner but thats okay because you respawn and toue instantly back in the action and moving around. It's a good combination.
People being bullet sponges while simultaneously being able to jump all around just exacerbates SBMM issues. We need to stpp having CODs that caters to noobs (MWII) and CODs that are too sweaty, it's just not fun, theirs a balance to be had.
My issue is that there really isn't much of a mechanical skill gap anymore with how powerful aim assist is in the game. Combine that with a slower TTK and that one-shot weapons would be the meta in those said games, it makes it so that that skill gap disappears especially if you're a KBM player. This is why the best CoDs have a faster TTK and why BO6 should have a faster TTK. In MWII, while I hate that game overall, the one thing I miss from it is the faster TTK compared to the one we have in MW3. Weapon balancing was much better in MWII because you can challenge one-shot weapons more so than this game. Not all the time, but more of the time
BO4 had the best ttk imo. I think BO6 mechanics would synergize well with BO4's ttk if weapons are balanced properly.
The thing with BO4 though was the manual healing. That's why the TTK was so high and 1 on 1 gunfights felt so engaging, you never knew if someone was going to jump out after winning a gun fight, when you had little to no health and had to heal. It made you stop yourself from challenging multiple enemy players at once, more reliant on character abilities and equipment. Fog of War also kept you in the dark and off-guard on a lot of the new and unique maps built around it.
Wouldn't call the TTK in BO4 perfect though, the VMP and Micro MG definitely ruined the balancing and turned the game's final years into a sweatfest with everyone using them.
People are still jumping around with them even to this day.
Look to reality for weapon balancing. Theres a reason swat teams aren’t quick scoping a 30lbs Barrett or why every soldier in the infantry isn’t handed a fully loaded machine gun. The answer is more realistic mobility penalties.
2 Things
First, Seeing teasers for this game makes me sad that I won't be playing it... CoD has just failed too hard, too many times in a row, that I just can't do it... Anything now is too little too late...
Second, to contribute to the TTK discussion, I absolutely hate longer TTK... The reason is, the more AVG shots to kill it takes, the harder it is to make a wider variety of weapons viable. Meta setups form much more quickly, and you get punished much harder for not using them... If Treyarch is going to keep things like the damage, range, and body multiplier schemes simple, that's a good thing... If more bullets makes it more difficult to balance a meta, then likewise, fewer variables makes it easier, and likely more successful.
Match after Match of virtually everyone tuna flopping around the map with an MP5 and an RPG (c. MW19 Core) isn't really a fun game.
Sledgehammer in MWIII showed us clearly, that with poor balance, slow TTK is a no-go.
We went from MWII with very fast ttk (relative to recent cods) made almost all weapons viable (even though there of course always was a "meta" and questinable balance decisions) to MWIII where we went to full rollercoaster starting with few weapons having significantly faster TTK (while not being even hard to control) than the others for not reason - making all other weapons outclasses, through useless shotguns, to several periods of blatantly OP one shot weapons all the way to even removing one shot from melee weapons from ranked, because of how slow TTK there is with available weapons compared to how fast the movement is. MWIII did some things right, weapon balance was not one of them and the slow TTK showed that clearly.
And with terrible netcode/connection/server performance sometimes have it feel like you are getting 1-2shotted anyway, even now with really slow TTK, I will always prefer faster TTK. As long as it is still in reasonable range, faster TTK make balancing weapons easier, makes it feel more fair to play "weaker" nonmeta weapons. Makes it feel much less frustrating to play against one shot weapons, while at the same time one shot weapons can be tuned to be more consistent and therefor less frustrating to use and on top of that, it makes ttk feel much closer to time to die when the connection is poor (which happens a lot), limiting another source of frustration.
So while I see a positives of slower TTK, and like several aspects of that as well (less corner camping etc), the negatives outweights that by a lot.
In terms of S&D, being able to take 3+ enemies by surprise (particularly in opening routes or flanks), is the only arguement needed for faster ttk. Counteracting spawn campers on a round to round basis has never been an issue for me in any of the past 12+ 100 health CoD games; playing the objective is the simplest answer, and arguably its even harder to stop them when you add riot shields to the equation.
I will always prefer 100hp ttk over 150. I understand the frustration of not being able to react, and campers are a big problem. The problem is 100hp lets bad campers get away with cheesy tactics, and 150hp lets movement spammers or people with trained aim to be almost impossible to beat using other tactics (along with 1shot weapons). A game I can compare this to is my experience with Insurgency Sandstorm. Positioning matters along with gun skill, but where you might lack refined aim, you can make up for by playing smarter. MWIII, I dont feel smart for playing. It seems the best strategy is to spam movement and use a meta gun. In MW2019/Warzone 1, I felt I could use whatever I wanted because my positioning and aim were great, I had the freedom to have fun because I was good enough to use what I had efficiently. And on a biased point, I hate running extended, or I like what should be the "default" capacity I.E. ~30 for ARs/SMGs. Faster ttk lets you run standard mags with less consequences
Give me a faster TTK any day. I'm tired of being automatically dead if I run into two or more enemies. I'm tired of getting a huge jump on someone, start spraying them down and still not get the kill cause they just ran away - they had all the time in the world. It can get incredibly frustrating.
Same, the slower ones are very annoying. 2019 was one of my favorite CoDs since WaW.
Exactly. I know most people will say to get good, but it's not fun to have to play so perfectly to simply get a kill. COD is a casual experience, and the game should suit that instead of having super tuned SBMM/EOMM
@@Alpha_2-6 I don't think skill or casual vs sweaty is a factor in the equation. I'd even argue that you have to play even more "perfect" in a fast TTK game as positioning and quick reaction times plays a huge role, it's high risk high reward. Having to spray someone with bullets for 3 business days just to get a kill instead only kills the fun.
Problem with faster TTK is that it slows the game down. MW2019 and MW2022 were extremely camp heavy because nobody wanted to push and lose their streak when the chance of getting killed is insanely fast.
I'd argue that lower TTK rewards aim, if you think you're taking too long to kill people, start going for headshots. They made a huge difference in Cold War, not so much in MW3 if I'm being honest, but hopefully in BO6 headshots are crazy lethal
@@pseudolukian2172 I'd be okay with longer TTK if headshots did double damage.
But not really, 2019 was extremely mobile, all my lobbies had people flying around the map.
They won't balance the snipers just like how in Cold War the Snipers are STILL the best guns in the game years after release.
Always preffered the faster TTK of the IW games. It felt more arcadey and realistic at the same time. The longer TTK always felt painfully slow to me.
It’s slow until you die to a shotgun at 15+ meters or get quickscoped by a marksman rifle after putting in three shots on target
@@jeremiahtaylor1817 I am speaking in more general terms (especially since I don't use shotguns in the longer TTK games). However, you have made a great point that highlights my issue with long TTK. In your quick scoper scenario, that would more than likely already be dead in a faster TTK COD game. It is not 100% guaranteed they would be pending a number of factors but there would be a very good chance they would be.
As someone who plays keyboard and mouse, I dislike slower ttk's because controllers generally have a noticeable advantage over kbm. It can be very frustrating for someone who doesn't have amazing aim. Hopefully only having 2 body multipliers will help mitigate that aspect.
Yeah, it seems that KB&M players generally get the first shots off before controller players but sustaining that accuracy is a lot harder. It's very easy to miss some shots after landing the first one or two, especially with all the fast movement of modern cods. Controllers on the other hand seem to take a little longer to center on the player for the initial shots but once they're on target, the aim assist sticks like glue. It can be very hard to move enough to break out of that aim assist. Basically, you need to be a very accurate keyboard and mouse player to compete with it.
@@SurgeDashcam and that’s the worst part of it is how much effort that’s needed if your aim isn’t the best… it’s difficult to play casually in cod now for me and that’s a shame really.
yeah thats what makes cod cod, if your bad you lose im on kbm to and your just bad, the higher the ttk is the more skill it takes so it would be way better if it would be high
I hope it’s around CW and BO4’s TTK
No. Faster TTK is always better than slow ttk in Cold War
@@JusthidemeYou act like taking 1 extra shot in majority of situations is asking a lot. It makes a slightly bigger skillgap and punishes those who only hit 2-3 shots on target before missing.
@@Justhidemesucks for you cause it looks like its going to be like cw ttk
@@MrKing-he3eo it’s never one extra shot. Want proof? Go play MWII and MWIII
Use the same gun with the same attachments(aka use a mw2) and look at the difference.
BIG FACTS!
They never balance one shot weapons well with higher ttk. Please revert back to MW19/MW2 ttk can’t deal with another year of BS OP snipers. Ranked is better with higher but fuk em
I much prefer faster ttk games which are centered around reaction times and crosshair placement/positioning. I think there's still plenty of gun skill involved (especially when you have lots of body multipliers to encourage aiming for the upper torso). One shot weapons are just near-impossible to balance in slow-ttk games. Look at MW3: all the snipers/shotguns are either disgustingly OP (like the kar98 was) or completely useless (like most of the shotguns).
As a mouse and keyboard player, slow TTK is horrible when compared to fast TTK. Slow TTK amplifies the power of aim assist to the Nth degree and forces me to sweat every game just to keep up with aim assist players. Give me MWII TTK all day every day and twice on Sunday
As you just explained, the actual issue is overpowered aim assist, not TTK. They should simply add IBMM like XDefiant and that would be a non-issue. Know how many times I raged at aim assist in XD? ZERO TIMES because I use IBMM lmao
Skill issue
@@schmodizzle4465 controller user who needs the game to aim for him detected 🤡
@@schmodizzle4465 Agreed takes little skill with aim assist
mwii is very long ttk
I hope 100hp so much more enjoyable and balanced
150 HP is literally able to be balanced easier. There are more ways to tune 150 vs 100.
Slow ttk is my personal fav, but snipers need to have flinch to balance the one shot kill.
I was honesly laughing out loud hearing ace reading the rof, ttk and shots to the body from a cinematic trailer😂
Im just worried if the marksman rifles are going to be a one shot headshot or not. thats what put me away from Black Ops Cold War was the fact they couldnt one shot headshot. I am a headshot player, and having weapons that can one shot headshot mean the world to me in call of duty, and without that ability, its going to be a rough year.
A suppressed ebr in 2019 is one of the most satisfying weapons to use.
Hope they dont have, cheap guns should be dealt with it.
Didn't know that people played cod to 1 shot headshot people lol. Probably not the game series for you if that makes or breaks your gameplay.
@@colonelsanders7351 my most used gun, it's a shame how shitty is in MWIII
Shotguns were shown alllot. I feel like we might see a cold world style of shotgun in our future. Not TTk, but maybe ranges.
leave shotguns alone, they lit
Hope they are pretty good
Shotguns are supposed to be good at close range. Snipers should never one shot at the hip. That’s so annoying having a sniper shot randomly at the hip and then dying instantly.
@@User-be5yj depends on movement and theory of "closing the gap". Cool shot guns dominate when cod movement is cracked but with this new movement system it should help nerf our speeds. Snipers would be less outrageous if we could move and head splitting speeds.
@@TacticalReaper56 that’s a good point. I feel like it’s going to be a shot gun meta because you can run around dolphin drive around a corner and pump someone with a shot gun and run into the next room and pump the next player.
Hopefully MW19 or MW22 ttk.
CW, MWIII, and especially BO4 ttk are ass
I know that MW2019 got a lot of flak for map design but I think it's the only one that got the skill:luck ratio right in recent times along with the player speed. MW2 had similar times but you moved REALLY slow comparatively in that game. You could be more liberal with stats like hipfire esp on 3-hit kill weapons because if you could make your enemy miss just even one shot and get lucky on one shot, you could win fights you normally couldn't- and I think that having a balanced approach to skill and luck like that will do more for making seemingly balanced gameplay, esp when the actual balance of the game was all over the place.
Higher ttk i find has so many cheese guns, 1 shot while you dump a mag in them. Cold war was ridiculous for sniping and tec9
God i love the mw engine's scope distortion mimicing picture in picture scopes eithout the performance hit
I think Infinity Ward should stick to futuristic era titles with low time to kill and Sledgehammer Games can make any era Call of Duty but they need the health set at 125 HP this would be the best way to test weapon balance. Treyarch can stick to high health with historical and modern era games since they were able to work health out in Cold War. Call of Duty WW2 felt like it was in between high and low time to kill so it made the multiplayer experience amazing when they fixed the game.
me who doesn't care about the ttk because im just going to play hardcore most of the time:
mmm interesting
The TTK felt good in MW2, but they slowed the guns and movement down a ton. MW3 TTK feels slow, I would like to see a middle ground like the TTK in Infinite Warfare or BO3
Im hoping its a fast TTK. We already had a slow TTK, definitely dont need another one with a slow ttk. I hate CoD games that have a slow ttk, because i also know that snipers and melee abusers thrive in those type of games.
The last 2 treyarch games have had slow ttk. Its time to return to traditional black ops ttk
That's exactly what I've been saying. Slowing down the ttk just forces people to use the meta and the game having inconsistent gunfights due to the headshot multiplier being so high. Personally, ww2 and Bo3 are the games that seem to master having short ttk's but not to the degree of mw19.
@@bradenmchenry995 cold war slow ttk? lmao ever used the tec9 or any smg
@@zxmrmayhemxz8191 out of the last 5 CODs, only 2 of them have had relatively slower TTKs. The other 3 were lightning fast.
I’d be fine with a separate playlist with a faster TTK (a bit slower than hardcore) so players like you can have something to enjoy, but the core game should have a slower TTK
@@Xpertfusion no the fuck we don't. All it does is make snipers and melee users annoying as fuck to deal with, and make guns to inconsistent. Slow ttk makes no sense at all its stupid imo. If I come around a corner and I have a gun built for ads and sprint to fire speeds and I shoot first, I should get the kill period. But in those same situations a guy will get his gun up slower than me while im already shooting him and kill me. It makes no sense. I have an smg I run up on a sniper who is relatively good, but I know in cqc I got the upper hand. Nope. With a slower ttk, I can spray his ass first, all I'll get is hit markers and sniped one shot, one kill. So in games with slow ttk, rushers like me are punished for being to fast. My guns are built for ads speed, ads walking speed, sprint to fire, it does not matter in an inconsistent slow ttk game like many of the Treyarch games and especially mw3. I don't wanna spend 5 minutes in a gun fight that I know I'll lose because the ttk is inconsistent as fuck. I don't wanna spend 5 mins in a gun fight when I really can be done with it in a few seconds because of how fast my gun is built. I'm already fighting recoil you mean to tell me I gotta deal with a slow ttk thats inconsistent, and annoying ass snipers and melee users? Fuck outta here...
😂😂 Ace explaining all the disclaimers 😂😂 did we need this video ahahaha
I hope to god it's just not as awful as MW3. I prefer it when people actually die when I shoot them, not the fucking sea of hitmarkers we have now.
I personally preferred Mw20129 and MW2022. Super fast and snappy ttk made gameplay feel so much smoother
MWIII would have been perfect with II's TTK. CoD is the game that never fails to disappoint
I personally think the best balance is quick ttk up short, with a very stro g dropoff for smgs etc (think x defiant) and longer time to kills at range white higher flinch for snipers. This allows a good balance of not getting cooked ar range when going from place to place by like your average AR or smg and allows for some strong CQB combate and also allows to balance some su gama into low recoil long range weapons to fight off sniper etc at long range. Also give LMGS a better place if they can hold that mid to fast ttk at range better than most assult rifles.
As an avid Hardcore gamemode gamer as long as they can have that at launch ill be golden.
Sticking to hardcore like most games. Personally, I liked the Vanguard ttk the most, which was the only game I stuck with standard. I did enjoy hopping into War mode with different classes for MW3 though.
Almost 500 views in 7 min, not bad Ace
If snipers get a good amount of flinch the 1shot kill doesn't bother me at all
Somebody please explain to me WHAT IS WRONG WITH AVERAGE TTK? (Im referring to TTKs like BO2, BO3, WWII or Infinite Warfare.)
Those TTks were perfectly fine and nobody had a problem with it until for some reason BO4 came and made everything just sweatier with peashooters everywhere?
Why people nowadays crave for painfully long ttks? Skill? Not only this is Call of Duty which was never founded on the thought of rewarding skill, but with 150hp games people just choose to abuse one shot kill weapons or the META because anything stronger is much better than anything less powerful. I seriously don't understand this need of 150hp. I don't
BO4 ttk was fine the only problem with BO4 was the operators were annoying. everyone is going to use a strong weapon. if you can’t hit your shots that’s on you. no one wants a mw2019 type game where people are afraid to even move because they get hit in the toenail two times and die.
@@iamjstew___4473finally someone said it. Bo4 was bad cause the specialists, not the ttk. Mw3 has a similar ttk and no specialists and is just fine
Amen preach. 100% spot on.
@@epicgamerzfail4575 I disagree with MWIII TTK being fine. It makes one shot weapons really frustrating to play against. Especially since they made certain snipers and marksman rifles so lightweight and quick.
@@SurgeDashcam thats more a problem with SH balancing than high ttk. Like why did the longbow/kar have marksman rifle aim assist when they first came out? Or the basb lever action that could one shot anywhere for a day? You dont see people running around with the other snipers in mwIII for a reason.
8:35 well that's your experience, I will tell you mine 150hp experience:
-Sniper abuse
-Meta weapons abuse
-Sweatyness increase
-Inconsistent gunfights
-Multiple kills impossible unless you're lucky
-Camping with 1 shot weapons
-Claymores, Bouncing Bettys, IMS abuse
So in reality, it seems like 150hp does nothing better than 100hp can do but it adds more problems than 100hp have...
Your bullet points for the most part having nothing to do with 150hp! Your first 2 relate, the others relate to the game or individual players and their associated skill level and play style.
The pacing difference is dramatic! Even between MW2 and MW3. The amount of player movement is night and day! The sniper issue is profound tho, I do strongly agree with that.
@@devonlamb3 Well exactly, as you noticed it those points can apply to 100hp too. That just shows how 150hp isn't that "saving grace" people say it is.
But the multiple kill one and inconsistent gunfights are also legit problems with 150hp mostly
Completely agree with this, except for maybe the one about mines, that is going to happen either way. SnD with slow TTK sucks because it’s just a sniper fest with people hardscoping
@@erm221 I agree. Alternatively I'll say, so is the camping! I'm sure the no dead silence in MW2 didn't help as well to be fair... But across the board, people move dramatically less when it's 100hp.
I get what you are saying tho
If BO6 has a slower ttk then snipers will hopefully be a one shot kill on headshots only
That's never gonna happen and is a stupid idea
@@Brutox6222 snipers are supposed to be a skilled weapon. You must be one of those bad players that needs your large hitbox crutch
@@Goyahkla6772 There's an entire generation of people who have never played any other FPS game other than CoD and can't fathom snipers requiring a headshot to get a one shot kill. Shrinking the target for snipers in a longer TTK CoD is an obvious and easy solution, but these people want their easy kills.
As someone who loves doing melee builds I'm excited to see how they handle melee this time around (or at least a CoD that excites me enough to play it).
Will you make Delta Force: Hawk Ops content? I'd love your analysis of the games, and DFHO has greatly detailed stuff.
Just make the total ads+fire time equal to an ar’s total ttk from the same position. E.g. an ar from sprint takes 300ms to kill based on combination ttk make the ads+shoot on a designated quick scoop rifle 300ms. Then it comes down to who can hit there shots. Also, put heavy ideal sway on all snipers starting at 400ms as well as heavy sway on strafing and shooting with them. It’ll keep players from camping a lane with a sniper and staying ads the entire time.
I liked the TTK in MWII (2022). I thought that was the sweet spot.
Hopping for 200ms or lower, the most fun MP experience that i had with COD was with 200ms or lower.
PS:I just discovered my preference in this video, i never notice that my favorite COD were always the ones with lower TTK
Much prefer faster ttk and I disagree that slower ttk means more movement.
Faster ttk games encourages overall team/map rotation, less hard scoping etc because the goal is to get the drop on the enemy. Slower ttk like MW3 means most players will head glitch and hard scope to avoid movement abusing players beating them in a gun fight. Think WZ players camping to the very end to get cheesy kills.
Edit to also say: I think slower ttk/prolonged gun fights really highlight the poor quality of MW3 servers and their net code, lag and packet loss issues. Faster ttk could mean a smoother overall playing experience.
I hope it's slightly faster than BO4's TTK.
I'm not generally someone who's picky about health or TTK, but for CoD specifically... Sorry, but the BO2/CoD4 (withiut SP/Jugg)/2019 damage model just works the best.
Snipers aren't as broken in that sandbox as in the 150 health ones. Shotguns are allowed to be actually usable. And it makes the excessively twitchy style of Modern CoD less painful since theres just less dodging bullets.
And based purely on the trailers, looks like the third 3arch game straight of LMGs and Burst/Semi auto rifles also completely breaking the game.
Probably a pretty safe skip based on what I know.
found a camper
@@SwRthe1 bro thinks MW3 and Cold War didn't had campers 😂
@@dybixs1400 Played CW and play MW3 currently. No campers (on MW3 new maps).
@@SwRthe1 Cmon even shipment and Das House have a bunch of Kar98k abusers lying down on the exposed lanes waiting for people to one shot. Literally the average COD experiencie even with 150hp 😂
@@dybixs1400 holding lines isn't camping
Snipers better have insane flinch 💯
I hope that the TTK is within the MW2019 - Cold War range for BO6. MW19 had amazing feeling weapons, and CW had an awesome TTK. Treyarch, please give us both.
Sucks facing snipers in a treyarch game, but I do like a slightly longer ttk
If it's anything like Cold War's TTK I'm all for it, however snipers with one shot capabilities from the torso is crazy. Guess I'll have to wait until the beta to see if that's still true as some of the Cold War snipers are disgustingly broken.
Hope shotguns and pistols don’t suck agian
Shotguns, yes. But I think the viability of Pistol primaries has never been better than in MWIII. COR-45 is one of the better guns in the game for those with good trigger fingers (or dirty cheaters).
The original MW3 and Ghosts were the only games to get it right. Every gun was consistent and viable with a 3 shot range up close, and no stopping power making it unbalanced. Every older game with stopping power had it too fast, and every other game aside from these two had it way too slow
Fast TTK is objectively better and slow TTK lovers get no maidens.
Being serious though, Ghosts was perfect. Shoot first, win. Insanely perfect net code. That’s how it should be. Ghosts is the gold standard for TTK.
If people want slow TTK they should play a battle royale, where it actually makes sense.
Fast TTK means you can get multikills, rewards reaction time, rewards game sense and positional knowledge, rewards every type of weapon to use, is much less stop-start and generally is a more skillful environment.
Slow TTK means everyone uses snipers to get a clear advantage and every gunfight is a frustrating boring game of peak-hide, peak-hide, as well as bad players being given the benefit of the doubt that they don’t deserve and meta weapons being way more obnoxious.
In BO4, I think the slower ttk encouraged more rapid fire/no recoil modders as I ran into in mp and Blackout from time to time.
@@GT3NB I agree that Ghosts has probably the best netcode feeling in COD and every shot feels great, but that game TTK was too fast for some reason. OG MW3 & BO2 TTK are much more better and at the same time not that different
You’re using “objectively” wrong, you mean “subjectively”
@@erm221 Ghosts had the best netcode so the hit-reg in that game was literally perfect, not a single shot would be not registered due to desync, however, the devs forgot to consider that and just copied the damage stats from mw2 and mw3 (og ones), which resulted in a too fast ttk (in older games ttk was perceivably slower due to a few hits not being registered)
All this is useless because they changed the TTK for the trailers like they do allways. the nromal TTK is like Coldwar
Consistent body multipliers are so important in an arcade shooter because as soon as someone hits an arm and does less damage, then it’s “my guns broke” “my games broke” “he’s cheating” etc
In my opinion the different body part multipliers enables them to create a much more diverse guns and enchance different playstyles
I wish they would go back to the bo1 ttk for their games. Slow ttk is so frustrating. COD was at its peak when the ttk was fast like cod 4 - ghosts.
There are two ways to get a more balanced time to kill if they are going to keep things simple without damage multipliers then they need to make the health at 125 this would put the time to kill in between high and low kill times. The other way they could balance out the time to kill is if they are going to use damage multipliers they need to make the health 150 to 200 and then reward upper torso, neck and head shots with the most amount of damage like 1.5 to 2.0 kind of damage. Then make center mass and below and all the limbs have the lowest damage multipliers. Center mass should still be slightly rewarding so instead of the standard 1.0 put the damage multiplier at 1.1 or 1.2 that way accuracy rewards players with low kill times.
Let's say you got a standard M16 on low kill times it's a one burst kill and on high kill times it is a two to three burst kill but if you use high health with damage multipliers it would look way different. Like if they hit all three shots to the upper torso it is a one burst kill and to center mass it is 1 and half burst kill while limbs and waist shots are 2 to 3 burst kills. That is how high health should work but Treyarch and Sledgehammer Games didn't do that which made one shot kill weapons way stronger. I think instead of only marksman rifles and sniper rifles being rewarded for accuracy that all weapons should be rewarded for accuracy this would make one kill weapons way weaker if they weren't the only one rewarded for accuracy.
I thought that the TTK in Cold War was the perfect balance of slow enough so it takes some skill but fast enough to still feel like cod, so I’m very happy
Black ops 2 had the ideal ttk
I’m really hoping for a faster ttk. I know treyarch, for whatever reason, just will never give us a fast ttk game but mw2019 was perfect, every gun was viable and you weren’t forced into the current meta unlike Cold War and mw 3
Its funny. Back at launch, MWIII sold me on longer TTK games. The only major issue I had was kiling multiple enemies at once being a struggle.
Then they added that god damn Longbow kit and it's been all down hill since. Sledgehammer had something with this game and then ruined it with the batshit 1 shot kill weapons.
I'm ok with the ttk being long but if so I would personally love the option to have health bars for enemies but it should be able to be turned off and on because I know some people get annoyed with them.
I hope the TTK is faster, i dont feel like sliding around and dogfighting to have a descent game for another year.
I don’t like fast ttk because of the netcode. It’s like whoever has the lower ping wins.
I love the MWIII TTK. Honestly, in my mind its the perfect balance of higher TTK compared to the way too insane BO4 or inconsistent Cold War.
All I have to say is that if Snipers are as OP with no flinch like they were in Cold War the MP will be chalked.
I prefer a slower TTK, but I feel like for balancing, the sniper hip fire accuracy should be substantially nerfed, flinch should be increased (or fixed, because against controller players it really feels like the aim assist negates some of the flinch), and that snipers should have an ever increasing aiming idle sway starting from when you hardscope for an significantly long time (like 8 seconds in idk). It’s just brainstorming but maybe this could help with balancing snipers.
The only way this will work for me is if the maps are small to mid side cuz mw3 with its nostalgic maps sounded fun until it wasn't because of how big they scaled to the new version of cod and it led to sometimes not getting your kill and running out of ammo fast. Once they introduced small to mid size maps i started having fun and learning how to make the games movement to my advantage but again these high paced movements with slow ttk only work on small to mid size maps, larger maps are campy and boring which lead to running out of ammo fast
Consistency is more valuable. If you can count your shots and know what you can get each time, much less frustrating. Perhaps values aim a little less, but in an arcadey game like this, fun and feel are more important than minor realism.
Personally, I don't like the super fast, melty ttk IW gloms onto, nor do I like the spongey ttk Treyarch brought. Black Ops 2 and WWII had a good middle ground without being fast, nor slow. Right between the two ends. This is one of the factors that makes me enjoy both of those games the most.
the burst gun could also be called a Grau like in MW2019, since the BO and MW timeline is sorta mixed these days.
i get it that the Grau was a Sig 552 which was in the same family as the burst Swat 556 (Sig 556) from bo2 which makes sense. But now we have a world where we call a gun Famas for a few years, then FFAR, and back to Famas and then FFAR, and then the mp7 turns into vel 46 overnight, and men look at a FN Scar and says "yep, made by the best Belgian manufactuer Tactique Verte"
@@alcerixxia614 Yeah, I dunno. the gun names are inconsistent as hell....until they're not ( *cough* the X16 in MW2019 and the X12/X13 in MWII staying consistent for the Glock family of pistols *COUGH* ).
@@sgtdipaolo yeah cuz they went with a fictional name in the first place, giving it some bit of consistency. Sucks for people like me though, cuz I like to call and remember guns with their real names (real names are more easy to remember since they don't change from every title), and after a while I look at a random name and forgot which gun it was.
would be so sick to see a dev do a reaction to this
Its needs to be 125HP TTK. Thats the sweet spot !
That wouldn’t do anything but break weapon balance. Since the difference in ttk styles in CoD is typically 1 bullet, you won’t find a middle ground in ttk by simply selecting a middle ground hp value since you can’t kill in half a bullet. The only way to get a middle ground is to adjust average rate of fire values
I prefer the slower ttk. I used to play hardcore and quick ttk is too similar. see first kill first. quick reflexes. done and dusted. but do you even tacticool bruh? can you maintain target acquisition? did you use cover? and yes I like different body multipliers. where you shoot somebody does matter