If you want RNG out of this game
How to fix Infantry small arms fight
i don't want RNG out of this game i wanted balanced RNG
Posts: 52
If you want RNG out of this game
How to fix Infantry small arms fight
Posts: 52
Think about what? You've brought nothing but NaCl about how randomness does not seem to suit your winrate and offering no actual solutions.
Infact if anything were to change, you would probably just come back and bitch about why all your tanks are being penetrated 3 times in a row.
Posts: 17914 | Subs: 8
yeah game shall be fair , game shall be acceptable
Posts: 3260
i don't want RNG out of this game i wanted balanced RNG
Posts: 2885
lets see if same thing(example#2) happens to you , you will rage or not. if you didn't rage you are right but i'm pretty sure you will. if you reference to your wisdom it will say that it doesn't make any sense.
skill means having multi-tasking , right strategies , making your enemy make mistakes and use them to crush him etc... when you do these and you are about to take the enemy tank out but it doesn't because of bugged RNG. it means the game doesn't make sense.
******* What will be the difference between good and noob player in that case ? noob wins the game because luck and good wins the game because he was unlucky. The important question is >>>>
***** IS THAT FAIR ? *****
let me say something again : i'm not saying RNG shall be removed im saying it shall be balanced.
Posts: 353
Posts: 69 | Subs: 1
Posts: 2885
tbh there could be pseudo-RNG when the chance of success slightly increases after every failure, but I guess it is super hard to implement such feature for wheelchair relic team (dont forget about shitton of bugs )
Posts: 875 | Subs: 6
Posts: 3260
Posts: 2885
Fixing frustrating RNG wipes is trivial to implement. Just set "Maximum models hit" to 2-3 depending on the weapon, this means a mortar or tank shell will never one-shot instagib an entire squad because they clump around something.
This is exactly what mines do, remember how mine RNG wipes were a problem until they implemented that?
Posts: 930
Posts: 17914 | Subs: 8
TBH a model of RNG like dota2 would be much better, where chances get diminishing returns, so if one ATG has only 50% chance of penetrating the second would get like 75% and the third 95% or something like that.
Posts: 1740
is that solution ?
i like RNG but i hate injustice RNG you know that
Posts: 3166 | Subs: 6
Fixing frustrating RNG wipes is trivial to implement. Just set "Maximum models hit" to 2-3 depending on the weapon, this means a mortar or tank shell will never one-shot instagib an entire squad because they clump around something.
This is exactly what mines do, remember how mine RNG wipes were a problem until they implemented that?
Posts: 52
I think problem is armor brummbar too high plz nerf
Posts: 52
No matter how you change the possibilities, the possibility of such event (#2) will always be higher than 0. And you might still be the one who rolls that rare event.
As for skill, as I said the law of large numbers works in each coh2 match becouse of huge number of rolls that PRNG performs each game. The same law applies even better in a series of games. That means a better player will always win more in a series of games and thus climb the ladder. That is what is fair.
You can often also win despite bad luck, for example if you have enough AT to shoot a few more shots. Or if you retreat your tank a bit earlier not to rely too much on its armour. That skill is called risk management and it is what the game is mostly about.
Posts: 52
Game is fair.
You are in denial, because you're salty about a single instance that has happened to you.
Posts: 52
Then you need to define balanced random number generation and explain how to achieve it.
It's not like there's some sort of button at Relic HQ with "more balance!" written on it.
As it is now, if you have the same unit fire the same weapon at the same range against the same target from the same angle you've got the same chance to hit and penetrate every time. Are you suggesting Relic change that?
25 | |||||
4 | |||||
11 | |||||
1 | |||||
1 |