TTK has been drastically reduced.+Why this matters

.
Let’s first look at these numbers.
Format: These are in Seconds : 60th of a Second . (so 0:60 = 1:00)

All times in minimum time / best possible acuracy.

Halo 4 TTK from reddit chart [Converted from decimal to fraction]*

BR *-1.75-*1:45
DMR -1.92- 1:55
Carbine *-1.66-*1:39
LightRifle (zoomed) *-1.81-*1:49
Assault Rifle -1.64- 1:38

Halo 3 TTK from another reddit chart
Assault Rifle 1:40
Battle Rifle 1:34
Carbine 1:34
Magnum 1:54

Halo Infinite TTK from this video [+data from new source video]

Assault Rifle 0:54
Pulse Carbine 1:10 - 1:06

Battle Rifle 1:40 - 1:34

Commando 0:53 - 0:55

Sidekick 0:59 - 1:03

Shock Rifle 0:09 (full burst to head)

As you can see, the BR is basically the same, but the other “normal” weapons have drastically reduced TTK compared to previous titles. And yes, all of these values are for optimal TTK (headshots).

While I recognize that 343 is entitled to pursue their own creative vision for the game, they should still listen to the players because without us the franchise is nothing.

Long TTK has been a staple feature of the Halo franchise since 2001. Long TTK contributes to raising the skill gap on console, and does an effort to mask advantages between high/low ping players.

The greater problem:

  • Newer players who are used to games like COD and Fortnite are likely to “feel at home” with a quick TTK. - I fear that the OG Competitive Halo community will call for an increased TTK across the board. - When this happens, in a worst case scenario, 343 will be forced to split the playlists into old and new versions of the game (think Halo: Reach Title Update) - Splitting the game also splits the playerbase, impacting matchmaking and, ultimately, lowering the lifespan of Halo Infinite multiplayer.
    Edit: My first links didn’t work beause of my Recruit-tier account restrictions. Lets try again. Sources:

  • https://www.reddit.com/r/halo/comments/12ut14/halo_4_weapon_damage_spreadsheet/ - https://www.reddit.com/r/halo/comments/iglxyh/kill_times_with_all_halo_3_weapons/ - Testing Every Halo Infinite Weapon (TTK, Mechanics and More!) - YouTube
    *Edit2: There was a problem with the format of the numbers being inconsistent. I have converted the Halo 4 times to the fraction system, which seems to be the most widely used system to count kill times. In other words, seconds, colon, 60th. of seconds.
    Thank you to WerepyreND for making me aware of the problem. He also linked another reference video for kill times:

  • https://www.youtube.com/watch?v=3ISi9QoIz88&t=53sIf anyone has more source material to increase the accuracy of our data, feel free to post that. I only have one source for each of the older games.

Hi there, when making a comment, at the top you should see a icon that looks like a chain. This can be used to put in a link. Its in between the spartan to the right and warning sign to the left.

Great post man like the stats.

> 2535438388661507;1:
> Let’s first look at these numbers.
> Halo 4 TTK from reddit chart - Assault Rifle 1.64 - Battle Rifle 1.75Halo 3 TTK from another reddit chart - Assault Rifle 1.40 - Battle Rifle 1.34Halo Infinite TTK from this video - Assault Rifle 0.54 - Battle Rifle 1.40
>
> > Halo 4 Assault Rifle 1.64
> > Halo 3 Assault Rifle 1.40
> > Halo Infinite Assault Rifle 0.54

That dramatic drop of TTK on the AR is just a joke, I’d understand if the BR also got some love but damn

Even if you’re a decent player if there’s multiple enemy AR’s being fired at you at once you’re deader than that peppered steak from that video. You barely have a second to react to try and pull something out of your -Yoink- to wipe the squad of players peppering you with bullets

> 2533274818433952;2:
> Hi there, when making a comment, at the top you should see a icon that looks like a chain. This can be used to put in a link. Its in between the spartan to the right and warning sign to the left.
>
> Great post man like the stats.

Thank you for the assist brother, but my problem is that I am simply not allowed to post a clickable link in a comment or topic.

This is my third gamertag (Life problems) and I have to reach Marine- level on these forums before I can post clickable links. Also I can only post 5 comments per day, until I have posted 100 comments.

It’s like this because Waypoint engineers are paranoid of spammers. Apparently spamming has been a major problem earlier.

> 2533274836627202;3:
> > 2535438388661507;1:
> > (…)
>
> That dramatic drop of TTK on the AR is just a joke.
> Even if you’re a decent player if there’s multiple enemy AR’s being fired at you at once you’re deader than that peppered steak from that video

Oh come on now! That’s just too much pepper!

The AR ttk is definitely somewhat misleading as the idea of getting all headshot bonuses with it is extremely rare.

Personally I feel the AR should have no headshot bonus as ultimately this just increase the randomness of fights. Probably fun at a lower level, but will be a frustrating experience at high level play.

> 2533274801036271;5:
> The AR ttk is definitely somewhat misleading as the idea of getting all headshot bonuses with it is extremely rare.
>
> Personally I feel the AR should have no headshot bonus as ultimately this just increase the randomness of fights. Probably fun at a lower level, but will be a frustrating experience at high level play.

Either that or add some serious bloom to it… right now I’d rather use an AR against a BR at ranged combat and that’s a pretty big problem

> 2535438388661507;4:
> > 2533274818433952;2:
> > (…)
>
>
>
> > 2533274836627202;3:
> > > 2535438388661507;1:
> > > (…)
> >
> > That dramatic drop of TTK on the AR is just a joke.
> > Even if you’re a decent player if there’s multiple enemy AR’s being fired at you at once you’re deader than that peppered steak from that video
>
> Oh come on now! That’s just too much pepper!

Come on get that pepper off, that just too much doggone pepper! I don’t even want to see this no more.

Fascinating. The disparity of the TTK between battle rifle and the commando does have me concerned in regards to the controller vs mnk.
Such a big difference in the times.
Interesting about the sidekick as well. I didn’t realize how much less the TTK was.

The assault rifle was the only one that doesn’t surprise me… I’ve never done so well with an AR in halo.

the fast TTK is just a result of the game going hyper competitive. if its anywhere near as competitive as halo 5 ill probably just be sticking to customs for most of infinites life.

> 2533274847845259;9:
> the fast TTK is just a result of the game going hyper competitive. if its anywhere near as competitive as halo 5 ill probably just be sticking to customs for most of infinites life.

I disagree and I don’t know where the idea came from that low TTK is competitive.

Halo CE, 2, 3, and Reach all had long TTK and were considered competitive, and were featured in esports championships.

I agree with Stryke on what he said on this in an other topic:

> 2763816199912979;1:
> MnK and controller are to vastly different to create a good balance and should stay in separate lobbies in all shooters. even the play style, map traversal and tactics of a game are all effected by the type of input and create different metas. MnK gives high levels off accuracy while maintaining high sensitivity, which is really strong in faster moving lower TTK shooters. While controller gives good fluid left stick movement which is good it higher TTK slower paced strafe battle gun fights. which also effects what players want in the core game design ( i.e. the sprint speeds and ttk high vs low debates). In any game where both are in the same lobby, One input method will always be better. Then u get the debates on AA cheating or MnK near perfect accuracy with insta180 no scope is unfair… ect ect.

I think it’s highly possible the myth of “Low TTK is more competitive” stems from the PC gamers who are often new to Halo.

> 2535438388661507;10:
> > 2533274847845259;9:
> > MnK and controller are to vastly different to create a good balance and should stay in separate lobbies in all shooters. even the play style, map traversal and tactics of a game are all effected by the type of input and create different metas. MnK gives high levels off accuracy while maintaining high sensitivity, which is really strong in faster moving lower TTK shooters. While controller gives good fluid left stick movement which is good it higher TTK slower paced strafe battle gun fights. which also effects what players want in the core game design ( i.e. the sprint speeds and ttk high vs low debates). In any game where both are in the same lobby, One input method will always be better. Then u get the debates on AA cheating or MnK near perfect accuracy with insta180 no scope is unfair… ect ect.
>
>
>
> > 2763816199912979;1:
> >
>
> I think it’s highly possible the myth of “Low TTK is more competitive” stems from the PC gamers who are often new to Halo.

And that myth is there because of two equally skilled but drastically different play styles. the High mobility, quick reflexes and reaction time based shooters. which does have a high skill cap to pull of some of the crazy things you see in those games and can see how that is considered competitive, its just competetive centered around a different skillset. And many high mobility low ttk games are whats popular right now, and what most gamers expect.

But that is not what halo is and brings us to the other play style which is gunplay focused, where its all about who can out strafe and out shoot the opponent, in high ttk, even if you are shot first, if you have the better aim, you can still win the fight. With less emphasis on mobility the game is usually more centered around map control and positioning as well. It also has less of a lone wolf style and more team coordination to succeed at high levels. Calling out positions and team shotting also being important. none of which exists as much in low ttk high mobility games. Halo plays better as a shooter focused game not a mobility based twitch run and gunner.

> 2535438388661507;10:
> > 2533274847845259;9:
> > the fast TTK is just a result of the game going hyper competitive. if its anywhere near as competitive as halo 5 ill probably just be sticking to customs for most of infinites life.
>
> I disagree and I don’t know where the idea came from that low TTK is competitive.
>
> Halo CE, 2, 3, and Reach all had long TTK and were considered competitive, and were featured in esports championships.
>
>
> > 2763816199912979;1:
> >

you have completely missed my point, my point being that the low ttk is because of them trying to push HYPER competitive. they want people to feel like they are quickly killing compared to the older halos which had a little more time to think. more time to maneuver and disengage if need be. the older games long ttk is what made them liked and had them stand out from other games like counter strike and cod where you can be one tapped in a pro match with normal guns.

> I think it’s highly possible the myth of “Low TTK is more competitive” stems from the PC gamers who are often new to Halo.

this makes my head scratch because it reads like a gaming journalist line trying to get clicks, or someone who is just trying to brush off the point.

The best bit is the AR has a faster TTK than the hydra Power weapon which is even more ridiculous. The same goes for the sidekick.

> 2535438388661507;1:
> Let’s first look at these numbers.
> Halo 4 TTK from reddit chartBR 1.75
> DMR 1.92
> Carbine 1.66
> LightRifle (zoomed) 1.81
> Assault Rifle 1.64
> Halo 3 TTK from another reddit chartAssault Rifle 1.40
> Battle Rifle 1.34
> Carbine 1.34
> Magnum 1.54
> Halo Infinite TTK from this videoAssault Rifle 0.54
> Pulse Carbine 1.10
> Battle Rifle 1.40
> Commando 0.53
> Sidekick 0.59
>
> As you can see, the BR is basically the same, but the other “normal” weapons have drastically reduced TTK compared to previous titles. And yes, all of these values are for optimal TTK (headshots).
>
> While I recognize that 343 is entitled to pursue their own creative vision for the game, they should still listen to the players because without us the franchise is nothing.
>
> Long TTK has been a staple feature of the Halo franchise since 2001. Long TTK contributes to raising the skill gap on console, and does an effort to mask advantages between high/low ping players.
>
> The greater problem: - I fear that the OG Competitive Halo community will call for an increased TTK across the board. - When this happens, in a worst case scenario, 343 will be forced to split the playlists into old and new versions of the game (think Halo: Reach Title Update) - Splitting the game also splits the playerbase, impacting matchmaking and, ultimately, lowering the lifespan of Halo Infinite multiplayer.Edit: My first links didn’t work beause of my Recruit-tier account restrictions. Lets try again. Sources:
> - https://www.reddit.com/r/halo/comments/12ut14/halo_4_weapon_damage_spreadsheet/ - https://www.reddit.com/r/halo/comments/iglxyh/kill_times_with_all_halo_3_weapons/ - Testing Every Halo Infinite Weapon (TTK, Mechanics and More!) - YouTube

Aozolai got a much higher TTK for the AR

Yea I hate the low kill time. Most satisfying feeling in halo other than insane no scopes or chain reactions like a destroyed vehicle hitting a camo guy trying to steal your flag - is coming back vs another player. If it really is who ever sees who first, it’s gonna suck, I was already annoyed with at the end of last weekend.

> 2533274818433952;2:
> Hi there, when making a comment, at the top you should see a icon that looks like a chain. This can be used to put in a link. Its in between the spartan to the right and warning sign to the left.
>
> Great post man like the stats.

I don’t think he can make links yet, for he is still recruit. feelsbadman

I agree. the longer and more drawn out fights are what kept me playing Halo. It’s such a big part of Halo’s identity to me, I hope they re-increase the ttk’s for the future.

wow…

Virtually none of those are correct, especially Infinites. As you can see in the pinned comment on this video, the decimal point is not fractions of a second, its a fraction of 60 frames.

The actual TTK:
Assault Rifle: 1.20
Pulse Carbine: 1.10
Battle Rifle: 1.57(this officially makes it the slowest BR you can currently use in Halo outside of unpatched Halo 4)
Commando 0.92
Sidekick 1.05
Mangler: 1.48
Disruptor 2.02
And while some of these weapons are certainly faster than some earlier weapons, they are hardly unprecedented. There is nothing inherently wrong with some of these faster TTK.

What these numbers do show is that Infinite’s sandbox is a complete joke. If a weapon is fairly accurate and skill based, like the BR, Mangler, or Disruptor you have molasses slow killtimes. Oh and you have other weapons like the Sniper Rifle which is wildly inconsistent out of scope and it has bloom

But if its a weapon with huge amounts of spread, bloom, and recoil like the AR, Sidekick, and Commando the killtime is some of the fastest in the series. Skill is punished while luck is rewarded. Its hardly the only thing I took issue with in Infinite, but these numbers do explain why I felt like I was bouncing off this game whenever I played.

If this doesn’t change BR starts with no secondary are looking likely for comp. That TTK drop off is actually insane.