stjobe, on 15 August 2015 - 10:35 AM, said:
This is just plain wrong.
To enlighten you a bit: After armour is gone, every hit has a chance to crit. 42% for regular weapons, a bit more for the 'tarded "crit weapons". You absolutely do not need to "get through the hit points of the internal modules". Gauss and ammo explosions do only occur on the hit that destroys the GR/ammo bin, but that is the exception, not the rule.
I was 3/4ths right, not "plain wrong". I neglected to describe what happens for non-explosive modules, sue me.
Gauss/ammo explosions are by far the more significant aspect to the "crit RNG".
Dino Might, on 15 August 2015 - 01:32 PM, said:
Really? My 4 PPC Awesome can pump out just as much damage on Terra Therma as it does on Alpine? Good to know.
Environmental effects are not determined by RNG. It's constant and stable throughout the entire match. Equating the map selection system to an RNG shot dispersion is inane.
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Why not have a pre-determined spread? First missile always goes here, next goes here, and rotation continues until all missiles have hit? You seem to be fine with RNG, even when it's not the only way to do things. It turns out that it's a great model in a lot of cases, but you're only okay with that fact when it fits in your incorrect view of simulation and modeling.
You aren't describing "pre-determined spread" (which they already have), you are describing "pre-determined shot patterns", somewhat akin to unique guns from Borderlands, or perhaps some guns from Dead Space.
I would have no problem with missiles having a pre-determined shot pattern - hell, it might even be better, easier, and faster to have them coded that way. You could even define it from a lore standpoint as the missiles being "programmed to have a grid-like shot pattern in order to maximize coverage of the target."
But, I am also fine with the "pre-determined spread" with SRMs now, because in the specific case of Short Range Missiles, the concept of the "pre-determined spread" fits - the weapon works by spamming a big number of multiple 2-damage hits. I do not think SRM-2s should be as inaccurate as they are now, though.
If SRMs were, instead, a single missile, then there's no way I'd be OK with the "spread" system.
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So...RNG okay here because it doesn't come up that often?
Because as I already described, it's sandwiched between non-RNG parts of the game mechanics. The RNG here isn't:
- deciding whether or not you hit
- deciding whether or not you did damage
- deciding how much damage you did
ALL it's doing here is deciding whether that damage destroyers an internal component. That's it.
And that's how use of RNG ought to be - sparingly and in limited fashion *only*.
You can sod off with the antagonizing, condescending attitude too.
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It is in fact...blah blah atagonizing condescending attitude, rah rah
- My point that RNG determining what happens once a player hits "fire weapon" removes skill from the equation still stands. Nothing you or anybody else has said has refuted that point in the slightest. At no point does the RNG system in WoT "enhance" the effect of my skill on the game, ever. It only reduces it. And it's the major reason I gave up on that game, despite having reached the endgame and completed large portions of the grind. That RNG makes all progress and effort feel meaningless.
- There is no real life shooting competition where they hand the competitors guns that intentionally try to miss the target. Everything revolves around the skill of the participants in those competitions - including their ability to properly sight their weapon of choice and observe all the details of their weapon & of the environment the competition is in. Nothing about it is a "randomly generated number". There is absolutely nothing realistic about an RNG cone of dispersion - it's not even a mildly accurate approximation at best.
- I did take statistics and learned about distribution and sampling. It was the most god-awful course I remember from any point of my education. It was not fun, engaging, or exciting - and ultimately all I learned is that statistics can be used for many things, the majority of which is approximation and guesswork. Weapons in real life do not work according to mere "approximation and guesswork", they use the best possible precision and knowledge possible.
If the military today followed your line of logic when it comes to weapons, we'd still be using masses of civil war cannons, ball muskets, Napoleonic tactics, and lots and lots and lots and lots and lots and lots of artillery & carpet bombing.
Thank goodness reality disagrees with you.
4. The fact this game has no "OHKO" & requires multiple hits to take something down is what widens the skill gap. You have to hit the enemy that many more times - with precision, thanks to the multiple 'Mech sections - in order to take something down; you don't get away with merely 1 lucky/good shot, you have to REPEAT that several times in order to succeed. Adding a CoF into the mix completely takes away the point of repeated, precise "skill shots" & devolves the game into a competition of sustained DPS and hitpoints. World of Tanks, again, is proof perfect - "autoloaders", the kings of burst DPS, have been woefully unbalanced for years now, and there's still been no solution.
If you don't understand any of this, YOU need to do some learning.
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Ignorance is bliss. How about we put it in and tell you it's deterministic, and you won't know the difference? It seems to have worked so far.
"Deterministic" RNG is still RNG.
Nothing changed from the fact it's RNG. Why the hell would I accept that?
My tolerance for your asinine attitude is at an all-time low.
Edited by Telmasa, 18 August 2015 - 04:22 PM.