News - Warzone 2 Ttk Problem Is Way Worse Than We Thought
So Warzone definitely has a TTK problem, at least based on the vast majority of comments I get or the things I see on different social media platforms. I wanted to address a specific one that they confirmed in the patch notes, which was the added minimum damage against armor. At first glance, that doesn't seem like a big deal.
I thought initially this was a bug because true game data had found this out over a month ago and he found some irregularities with the M4, and I just thought, Hey, you know what irregularities they'll get to fix to fix new game bugs, there's tons of bugs so you kind of just toss it in with that, but this confirms that this is not a bug and that this is in fact a way to balance weapons at their furthest range and cause them to do more damage that's right more damage when the player has armor, effectively reducing the TTK and making the game even faster than it already is. So here's the spot in True Game's article where he talks about this, and it ends up being that the M4 does 20 to the chest when it's supposed to do that at 18.
they can modify it so it can actually do more damage against armored opponents which would effectively give it a one shot less ttk, which, for some guns depending on the rate of fire can make it significantly faster so just with this M4 example of the headshot is supposed to be 25 and 18 and this is the data we pulled from sim.
It's going to end up impacting the damage, so we're going to take the 150 with plates, and then we're going to do the 20 shots per; it will take eight shots to kill, which gets you 160 damage. Plus five equals 13, which means we end up with instead of 14 shots to kill, which would realistically be the case, we're going to end up with 13 shots to kill one.
So even if you're using the site or the data that I put together and I'm going to show you in the next part, or if you're using a true game data site, they're all going to be based off of the normal values, and I know there's a lot of numbers, but it gets you sidetracked, but what does that even mean?
It means that your ttk, the realistic ttk, is going to go from 962 down to 888, which is a 74 millisecond difference, and that is just in this one example, so when we take a look at something like that on the M4, we'll go ahead and see that it kind of falls over here with the 962; even though at that long range.
Its ttk is closer to 888, which would move it up the ranks and actually cause it to perform significantly better at range than expected; this is happening with the various weapons. It's just that he spot-checked and found the M4. And they've alluded to these six or so other weapons that have this damage value that they've added to those weapons that were underperforming, and there may be tons of other weapons, and we won't know until it's hand tested and gone through, and private matches require 50 players, so this may be something we do on stream.
We're going to collaborate hopefully with Troop Game Dead on this and just do some nonsense testing to find this stuff out so we can get realistic numbers because I'm not sure Sim and GG will be able to data mine those values, but if they are, then more power to them, and that is great; it makes it a lot easier.
So on top of all of that. I know one of the things that people would like to say is, Hey, let's just add 50 HP, and that solves In reality, it kind of gives a little bit of a Band-Aid to the problem, but then you create a new problem that a lot of people don't realize, which is that the magazine size is generally slightly smaller in Modern Warfare 2 than it was in Modern Warfare 1: The Cold War.
War and Vanguard, and that significantly impacts the viable options as soon as you start factoring in extra health, regardless of this extra damage. Against armor plates, which is counter-intuitive, an example like this is the M4, which right now at range should do 14 shots, but we just saw it can do 13 with the armor plate multiplier, so we're going to see that there, so that'll end up being 16 shots to kill, which means it'll take a quarter of your magazine even with 100 accuracy.
Even if you have 30 percent accuracy, which is pretty good, it means that you should be able to get around 20ish shots to kill, and that'll consume your whole magazine. That means that, almost with the standard accuracy, it's going to be one reload per kill, which kind of limits your play style and viability, and it will only slow the game down.
We saw this toward the end of War Zone 1. There were a lot of great guns that killed quick but were more viable in solos like the Amax Amazing, which, as soon as they added the extra help, became "the dog" because it only had 45 bullets, even though it was viable. If you go up against more than one person, you're essentially going to get caught reloading.
I think the extra health is a possible solution, but I don't think it's the only solution. I think they can actually just fine-tune it and then look at what gun they're trying to achieve a TTK for. They'll probably just add the extra 50 health since that's a little bit easier, and then you still end up with a similar issue, but you're working with less weapons because the mag sizes just don't allow you to compete, and then for close range obviously you can do the same thing, where you're kind of just nerfing stuff to around the Mini Bach TTK, which no one thinks is overpowered in Warzone, maybe there's a few of you out there.
I know there are a lot of Mini Back supporters.