Measure
Hits-to-kill matrix
You might say: HTK matrix, shots-to-kill table, matchup matrix
A hits-to-kill matrix puts attacker types across one axis and defender types down the other; each cell is the number of landed hits after the game’s damage formula, minimum-damage rule and rounding.
- What it does
- Exposes roster-wide lethality and survivability under every tested condition instead of hiding balance in isolated duels.
- Ask
- Which attacker defeats which defender in open ground, cover and flanked states, and where do cells jump?
- Typical
- attacker × defender × condition; include open ground, cover, flanked, and any armour or terrain modifiers
- Trouble
- Blank or extreme cells, one unit dominating every condition, or a terrain modifier that changes a cell without a meaningful tactical reason.
Connections
- See also: Interaction formula catalogue
- See also: Interaction observation
- See also: Counter cycle
Sources
- Joshue Labs, Time to Kill Calculator
Estimate hits to kill and time to kill from target health, hit damage, attack rate, hit chance, mitigation and target regeneration.
- Alex Sulman, Improving the Battlefield 1 Weapon Balance
All SMGs now require a maximum of 4 bullets to kill any target within 12 meters.
Use it on your project
teardown-apply: hold "Hits-to-kill matrix" (htk-matrix) from the teardown at https://teardownatlas.com/game-design/ against my project
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