i agree. more interaction before death = more chances for skill to determine the victor
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En réponse à @TalbadarSP @pedrothedagger
Too many parameters between the different games impact their accessibility outside of just ttk. Low ttk is more mechanically accessible, but often ends up demanding competitive skillsets that are harder to pick up. Angle play, map setup, etc. Siege doing well there rn.
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En réponse à @pedrothedagger @TalbadarSP
The concepts stay relevant, but when you strip down to as bare as CS is, those fundamentals just end up meaning way more. It's maybe wrong of me to have said "accessible", because ofc the first layer of CS is that. Actually going deeper is really tough though.
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And COD is another animal. Low ttk + fast respawns is just low consequence gameplay.
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And yea most hardcore FPS nerds would say I'm a loser for playing an FPS MOBA all day so~~~
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En réponse à @cydereal @pedrothedagger
I think CS's low TTK decreases the odds of the better player winning consistently because its more volatile, but the format is saved by having 16-30 rounds. and of course there's several other factors in CS that allow for skill to overcome the volatility.
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but if I was to put a bunch of players in a deathmatch to see who the better player is I would definitely use a high TTK format
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