Destiny 2: TTK – So schnell (oder lahm) ist das PVP wirklich

Destiny 2: TTK – So schnell (oder lahm) ist das PVP wirklich

The beta for Destiny 2 reveals its final secrets. You want to know how much health you have in the Crucible or how fast a weapon can take you out in the Destiny 2 beta? We provide the answers.

More and more information from the Destiny 2 beta is coming to light. The Reddit user Mercules904 has unveiled the last secrets of the Crucible and pressed his nose against the screen to determine the optimal Time to Kill (TTK – the time required to kill a Guardian with maximum health using a weapon under optimal conditions) and the health of the Guardians. He analyzed frame by frame.

This is how much health a Guardian has in the Crucible – What does the armor value bring in Destiny 2?

The health bar in Destiny 2 is divided into two sections: The white part indicates your shield. Once the shield is destroyed, only your health is displayed in red. Based on data from countless Crucible matches, the following health points have been determined based on your armor:

  • Health points without shield: 70
  • Shield with an armor value of 0: 116
  • Shield with an armor value of 5: 126
  • Shield with an armor value of 7: 128
  • Shield with an armor value of 9: 130

If you have a maximum armor value of 10, your total health is 70 health points plus the shield value of 131 summing up to 201. This is how much damage you can withstand before you need to respawn.

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From this information, interesting conclusions can be drawn. The difference between armor values 0 and 10 is only 15 points that you can tank more damage. That doesn’t sound like much but can make the difference between victory and defeat in close multiplayer battles.

Furthermore, a high armor value offers a higher chance to escape from a fight, should you find yourself caught off guard and suffer a strategic disadvantage in the first exchange of shots.

It must be considered that with high armor sacrifices must be made in the other stats of recovery and mobility. Particularly, escaping from hopeless fights is better managed with high mobility.

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How important the recovery value will be remains to be seen. Since the number of players in the various Crucible modes has been reduced from 12 to 8, and with it potentially the number of encounters decreases, it can certainly happen that Guardians shift their focus to armor and mobility.

What are the optimal TTK of the weapons in the beta?

Note: The optimal times listed here only apply under very specific conditions:

  • The opposing Guardian has, for simplification purposes, an armor value of 9 = 200 health points
  • The weapons are fired at their optimal range without damage fall-off
  • The opponent has no beneficial effects on their health points or shield
  • Only weapons from the beta with their best perks are equipped
  • No perks are active that, for example, deal more damage after a kill
  • Only kinetic and energy weapons are listed, power weapons are considered “one-hit kill” weapons and are therefore not considered

Scout rifles

In the beta, two representatives of scout rifles were playable: The Error Message and the Black Scorpion-4SR. The Error Message is counted among the slower-firing scout rifles while the Black Scorpion fires faster but deals less damage per shot.

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For the Error Message, the optimal TTK is stated to be 1.20 seconds, but all shots must hit critically (headshots). The Black Scorpion has the advantage here, killing with six critical hits in 1.17 seconds. When comparing these values with the best scout rifle in its predecessor, glaring gaps are revealed.

The Mida Multi-Tool kills in the best case in 0.90 seconds. In these ranges, a difference of 0.3 seconds is enormous.

The type of very slow-firing scout rifles like the Jade Rabbit in Destiny 1 even kills in 0.80 seconds. However, no representative could be played in the Destiny 2 beta.

Pulse rifles

Here we could get our hands on the Nightshade and the Nergal PR4 in the beta. Since both representatives belong to the same type, the TTK is stated to be 1.20 seconds. Again, there have been great losses compared to Destiny 1, whose pulse rifles range from 0.67 to 1.00 seconds.

However, since the pulse rifles in the beta forgive much more (not all bursts have to be headshots), they felt among the best compared to hand cannons.

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Hand cannons

With hand cannons, the Better Devil, the Suro GJS-42 and the Minuet-42 as well as the exotic Sunchaser could be tested. The optimal TTK is given for the legendary hand cannons with 1.30 seconds. The Sunchaser sends the Guardians to the afterlife after 1.20 seconds. For the best possible time, a total of four shots must be fired, two of which must hit critically.

Here, too, the weapons have been debuffed across the board. In Destiny 1, the optimal TTK was around 0.80 seconds. A massive nerf. At least the hand cannons in Destiny 2 are more “in line” with the other weapon classes, which should prevent them from being the only option.

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Auto rifles

Here Bungie gifted us in the beta with the Scathelocke and the Deathstalker-4AU. Also, the exotic auto rifle Workhorse is part of the game. The Scathelocke sends you to the afterlife after 1.10 seconds, while the Deathstalker takes 1.17 seconds for the same.

The Workhorse takes a full 1.67 seconds before it can take a Guardian out. However, thanks to the exotic perk that increases the rate of fire as long as you hold down the trigger, this is a purely theoretical value, reducing the TTK to 0.93 seconds. The highest rate of fire of 900 rounds per minute can be achieved after firing 15 shots and fires as fast as a submachine gun.

Auto rifles unfortunately only reach their full potential at short range and when a large number of shots hit critically. At long distances, these weapons are unusable. Auto rifles performed better in Destiny 1, with a TTK of around 0.90 seconds.

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Submachine guns

On paper, submachine guns offer the best TTK of all weapon types in the Destiny 2 beta. The Showrunner, the Phosphoros MG4 and the Red Mamba-3MG offer an optimal TTK of 0.93 seconds. The exotic representative Risky Business takes exactly 1.00 seconds to send a Guardian to virtual screen death.

Nonetheless, submachine guns were not among the most popular weapons of the beta, due to their short range and the difficult-to-control recoil. Particularly the recoil makes it almost impossible to achieve the headshots needed for the optimal TTK.

We are curious how other representatives of this indeed interesting weapon class will perform in the main game and whether Bungie will offer us ways to better control the recoil.

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Pistols / Sidearms

In the beta, the Needle and the Urchin-3SI could be tested. While the optimal TTK of the Needle is stated to be 1.17 seconds, the Urchin-3SI offers the best TTK of all weapons in the beta with a value of 0.83 seconds.

This, however, is not a reason to celebrate. To achieve this value, six shots must hit critically, which is difficult to achieve with a sidearm, often used as a panic weapon.

Compared to Destiny, the TTK has not fallen sharply (between 0.50 and 0.70 seconds), but the number of required headshots has increased. It can be doubted whether this weapon class will play a significant role in the meta of Destiny 2.

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Numbers don’t lie: PvP is significantly slower

Mein MMO says: Yes, we are looking at a beta. Yes, Bungie has clearly stated that nothing is final and can fundamentally be changed, but the trajectory is clear. The battles in the Crucible are intended to become more tactical and last longer.

The numbers impressively support this, the TTK has risen across the board.

This effect is further exacerbated by the massive nerfing of abilities like melee or grenades, which additionally slow down the fights, combined with the reduced movement speed.

We are unsure whether all these changes were necessary in one fell swoop, or whether it would have been better to approach them step by step. Although it is still unclear how the new Trials of Osiris mode (or what it will be called in the second part) will play, we see the risk that games will be stalled until the power ammunition is available, and that sniper rifles will again be played. Also, flanking will be made more difficult as team shots are effective.

What is your opinion on this? How will PvP evolve in Destiny 2? Let us know in the comments!


Interesting: Find out what there is to do in Destiny 2 after completing the campaign!

Source(s): Reddit
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