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Pseudo rng

17 Jun 2016, 09:45 AM
#1
avatar of Stug life

Posts: 4474

Would pseudo rng be good for coh 2 ?
(Similar to Dota you have chance to miss on attack but the more you miss the lower the chance your next attack would miss)
For barrage and accuracy and pen ? (Vehicles , inf is ok )
17 Jun 2016, 09:48 AM
#2
avatar of Mr.Smith

Posts: 2636 | Subs: 17

No.

Otherwise, I would just attack-move my T-34 horde against Axis Kruppsteel, and still have good chances to win.

It would also make estimating DPS / the outcome of tank battles way more challenging. Thus, we wouldn't be able to truly estimate how powerful certain weapons are.
17 Jun 2016, 09:52 AM
#3
avatar of Stug life

Posts: 4474

No.

Otherwise, I would just attack-move my T-34 horde against Axis Kruppsteel, and still have good chances to win.

It would also make estimating DPS / the outcome of tank battles way more challenging. Thus, we wouldn't be able to truly estimate how powerful certain weapons are.

Well lower pen tank has lower chance to begin with and some time will pen ,it's more of : I hit the same target only and the same spot ( rear or front not the same)
For barrage would be less rng wipe
17 Jun 2016, 10:08 AM
#4
avatar of Finndeed
Strategist Badge

Posts: 612 | Subs: 1

I would want to see it in action in Coh2 and tested extensively before it got anywhere near automatch. Also the change would have to be really small.
17 Jun 2016, 10:27 AM
#5
avatar of Katitof

Posts: 17914 | Subs: 8

For accuracy:
get closer to increase it.

For penetration:
get closer to increase it.

For barrage weapons accuracy:
get close to increase it.

There is no need to make the game completely retard-proof, because its not a moba.
17 Jun 2016, 10:28 AM
#6
avatar of Jadame!

Posts: 1122

Yes, because RNG not even huge, its decisive game outcome factor.

jump backJump back to quoted post17 Jun 2016, 10:27 AMKatitof
There is no need to make the game completely retard-proof, because its not a moba.


Retard proof is other way around. I had countless games where panthers without health bounced all shots from full health 34-85 in point blank range, sometimes turning the game in result. Teached me ram every costly axis tank if ram enought to finish it, still there should be limits to RNG and not just "You are going to lose by doing right thing (we all know there is no possibility to play without taking risks) bcz garden you".

Speaking of DOTA there still lots and lots and lots of RNG, they just got rid off large portion of that stupid RNG which could decide games by sheer luck.
17 Jun 2016, 12:23 PM
#7
avatar of Stug life

Posts: 4474

jump backJump back to quoted post17 Jun 2016, 10:27 AMKatitof
For accuracy:
get closer to increase it.

For penetration:
get closer to increase it.

For barrage weapons accuracy:
get close to increase it.

There is no need to make the game completely retard-proof, because its not a moba.
what i wanted is more prevedible rng like not kat or panzerwfer firing max range and hit everything or sometime t34 pen 5 time some time 0
17 Jun 2016, 12:25 PM
#8
avatar of dreamerdude
Benefactor 392

Posts: 374

17 Jun 2016, 12:29 PM
#9
avatar of Katitof

Posts: 17914 | Subs: 8

what i wanted is more prevedible rng like not kat or panzerwfer firing max range and hit everything or sometime t34 pen 5 time some time 0

That is still pointless.

You have optimal ranges and optimal unit counters for reliability.

If you're using general infantry or general tanks, expect randomness, if you're using specialists, well, do I need to remind you how good StuG is at AT or how good croc is at AI? Hardly any randomness there.

In short, you want to mitigate on RNG, use specialists against the targets you want to take down.
17 Jun 2016, 12:33 PM
#10
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post17 Jun 2016, 12:29 PMKatitof
In short, you want to mitigate on RNG, use specialists against the targets you want to take down.


I'll have to completely agree with that. Otherwise units like the Panther, or the SU-85 (which sacrificed its rate of fire), are going to be completely suckered out by this deal.
17 Jun 2016, 12:36 PM
#11
avatar of medhood

Posts: 621

RNG is a big factor in this game, but can be controllable through abilities and positioning although there instances were a player would luck out in a fight and win because of RNG but it tends to be rare and could happen to you as much as it can happen to him, so this sort of change could be useful in certain situations but it isnt necessary
17 Jun 2016, 13:48 PM
#12
avatar of ElSlayer

Posts: 1605 | Subs: 1



I'll have to completely agree with that. Otherwise units like the Panther, or the SU-85 (which sacrificed its rate of fire), are going to be completely suckered out by this deal.

I wouldn't say that Panther is AS MUCH specialist unit as SU-85.
Panther have quite good AI. It just have stable AI dps (not bursty) and therefore don't have as much wipe potential as average medium tank (with good AoE).
17 Jun 2016, 14:23 PM
#13
avatar of Katitof

Posts: 17914 | Subs: 8


I wouldn't say that Panther is AS MUCH specialist unit as SU-85.
Panther have quite good AI. It just have AI dps is stable (not bursty) and therefore don't have as much wipe potential as average medium tank (with good AoE).

Well, Panther is more of a brawler, its not suppose to gun anything down fast, but to outlast it and it does precisely that.
17 Jun 2016, 14:26 PM
#14
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1

im totally for pseudo rng, if this game wants to be competetive at some point

jump backJump back to quoted post17 Jun 2016, 12:29 PMKatitof

In short, you want to mitigate on RNG, use specialists against the targets you want to take down.

that is so wrong. imagine a situation, where you can shoot once at a low health tank. regardless of which AT unit you have (pak, panther, shrecks, ...) its hit or miss, so either veretancy ofr oyu, or a "free" tank for the enemy. in such situations RNG plays a critical role, regardless of wether you have an expert unit or unit, because the especialized units themselves rely on RNG too.



Otherwise units like the Panther, or the SU-85 (which sacrificed its rate of fire), are going to be completely suckered out by this deal.

wrong. pseudo RNG changes nothing with the actual units, it just makes the gaussian distribution less broad.

jump backJump back to quoted post17 Jun 2016, 12:36 PMmedhood
RNG is a big factor in this game, but can be controllable through abilities and positioning although there instances were a player would luck out in a fight and win because of RNG but it tends to be rare and could happen to you as much as it can happen to him, so this sort of change could be useful in certain situations but it isnt necessary

most of the time, especially in infantry fights, one can control RNG pretty good. but in other situations, one cannot. but those are often the most important ones, so pseudo RNG would reaaly help there.

please, know what pseudo rng is before posting here.

17 Jun 2016, 14:41 PM
#15
avatar of Katitof

Posts: 17914 | Subs: 8

that is so wrong. imagine a situation, where you can shoot once at a low health tank. regardless of which AT unit you have (pak, panther, shrecks, ...) its hit or miss, so either veretancy ofr oyu, or a "free" tank for the enemy. in such situations RNG plays a critical role, regardless of wether you have an expert unit or unit, because the especialized units themselves rely on RNG too.


And that RNG should never go, because this is what makes CoH2.

Without it, you can just go play starcraft or any C&C clone instead.
17 Jun 2016, 14:48 PM
#16
avatar of medhood

Posts: 621

most of the time, especially in infantry fights, one can control RNG pretty good. but in other situations, one cannot. but those are often the most important ones, so pseudo RNG would reaaly help there.

please, know what pseudo rng is before posting here.


Having an increased chance to perform an action everytime it fails, so I can get an increased chance to penetrate everytime I get deflects

But if this is implemented what would be the point of flanking to get rear armour shots in or getting in close for better penetration?

You may be all for AT Guns getting increased pen chance vs tanks at long range, but a tank at long range deserves low chances to be hit or penned it just cant stay there forever

A unit in cover deserves less of a chance to be hit, it can be countered by getting in close, flamethrowers, mortars etc

Most the RNG in this game can be manipulated by the player, if it cant THEN Pseudo RNG would be better
17 Jun 2016, 14:54 PM
#17
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1

jump backJump back to quoted post17 Jun 2016, 14:41 PMKatitof


And that RNG should never go, because this is what makes CoH2.

Without it, you can just go play starcraft or any C&C clone instead.

you clearly have zero clue what the pseudo RNG does

it is still RNG, but it takes the last numbers into account. for example:

your stug is shooting at an enemy tank. his chance to hit may be 25% on average. In case of RNG, it will always be 25%. with pseudo RNG, your first shot has a 8.5% hit chance, your second 17%, third 25.5% and so on until you hit the target, then it gets reset. the average chance is still 25%



so basically, the only thing this does is decrease the chance of very unlucky events (10 shots at an enemy low health tank without finishing it off)

jump backJump back to quoted post17 Jun 2016, 14:48 PMmedhood

Having an increased chance to perform an action everytime it fails, so I can get an increased chance to penetrate everytime I get deflects

But if this is implemented what would be the point of flanking to get rear armour shots in or getting in close for better penetration?

You may be all for AT Guns getting increased pen chance vs tanks at long range, but a tank at long range deserves low chances to be hit or penned it just cant stay there forever

A unit in cover deserves less of a chance to be hit, it can be countered by getting in close, flamethrowers, mortars etc

Most the RNG in this game can be manipulated by the player, if it cant THEN Pseudo RNG would be better

wrong. please read what i wrote above. it does not change the overall chance, flanking is still worth it, units in cover still get a bonus, etc, pp.

sorry, i may be a bit harsh, but both of you dont know what they are talking about. please read this:Link to Virus
17 Jun 2016, 15:08 PM
#18
avatar of medhood

Posts: 621


you clearly have zero clue what the pseudo RNG does

it is still RNG, but it takes the last numbers into account. for example:

your stug is shooting at an enemy tank. his chance to hit may be 25% on average. In case of RNG, it will always be 25%. with pseudo RNG, your first pick has a 8.5%, your second 17%, third 25.5% and so on until you hit the target, then it gets reset. the average chnace is still 25%



so basically, the only thing this does is decrease the chance of very unlucky events (10 shots at an enemy low health tank withotu finishing it off)


wrong. please read what i wrote above. it does not change the overall chance, flanking is still worth it, units in cover still get a bonus, etc, pp.

sorry, i may be a bit harsh, but both of you dont know what they are talking about. please read this:Link to Virus

So what you're saying is let me get this straight, everytime a unit performs an action and it fails at this action next time it performs the action on the same unit it has an increased chance to succeed at the action and this will repeat until it performs the action cause thats what I pretty much said earlier

"Having an increased chance to perform an action everytime it fails, so I can get an increased chance to penetrate everytime I get deflects"

Then you complain about how you hate low health tanks are escaped but of course retreating tanks will be harder to hit, a moving tank is harder to hit and the tank chasing it will also have crappier accuracy

This can be prevented if you flanked that tank and force it into retreating into your unit so that you dont have to move to hit it and get better accuracy when hitting it thus making it be in danger for a longer time


17 Jun 2016, 15:17 PM
#19
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1

jump backJump back to quoted post17 Jun 2016, 15:08 PMmedhood

So what you're saying is let me get this straight, everytime a unit performs an action and it fails at this action next time it performs the action on the same unit it has an increased chance to succeed at the action and this will repeat until it performs the action cause thats what I pretty much said earlier
yes

"Having an increased chance to perform an action everytime it fails, so I can get an increased chance to penetrate everytime I get deflects"
correct


Then you complain about how you hate low health tanks are escaped
i dont hate low health tanks escaping. what i hate is shooting ten times with a pak at such a tank and it driving away, while normally 3 shots would have been enough to kill it
but of course retreating tanks will be harder to hit, a moving tank is harder to hit and the tank chasing it will also have crappier accuracy
true


This can be prevented if you flanked that tank and force it into retreating into your unit so that you dont have to move to hit it and get better accuracy when hitting it thus making it be in danger for a longer time

true. and? you have no point?!

one final time: this does

NOT

change the overall percentage of an action happening (note that stug having a lower hit percentage initally with pseudo rng). most often you would not notice the difference between pseudo RNG and real RNG. just look at the plot! see! its math! everything is there!

please, PLEASE, think 10 more minutes before your next post. and read the wiki article...
17 Jun 2016, 15:21 PM
#20
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

scratched is right though, pseudo RNG still is RNG, it just basically flattens the range for the examples to a form more palatable to human sensibilities (because we've all raged when a 50% chance to penetrate bounces 4 times and true RNG gives no shits like a honey badger). The intent behind it is basically like trying to make a 1/3 chance happen basically exactly as the term implies - in 3 instances, it's made to go for the 1/3 chance happen just once, instead of that probability actually only "evening" itself out to happening 11 times after the 33rd instance which can definitely happen in real RNG.
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