RNG makes fun.
No variable means that it's predictable, which means it's boring.
Baseball will be boring if the best pitcher always strikes out.
Main gun crits should be removed?
16 Oct 2019, 12:55 PM
#61
Posts: 107
16 Oct 2019, 15:10 PM
#62
Posts: 207
RNG makes fun.
No variable means that it's predictable, which means it's boring.
Baseball will be boring if the best pitcher always strikes out.
There would still be RNG and variables in the form of penetration, scatter, and accuracy. The difference is that those variables can all be influenced by skill to a certain extent while main gun crit just pinishes you for no reason.
16 Oct 2019, 17:27 PM
#63
Posts: 783
If we were to keep main gun crits, I would re-implement them to a death crit, something like this:
5% chance if damage would destroy a tank, instead apply immobilization and main gun destroyed. These effects are reversed only once the tank is restored to 100% health.
In this implementation, there is a slight drawback to the attacker as a hit that would otherwise have destroyed a vehicle instead incapacitates it. HOWEVER, the combined aspect of main gun destroyed AND immobilization coupled with requiring full repairs to function again helps offset this. Think of it like a chance to proc T-34 ram debuff if your tank would otherwise die.
Oh and crew abandon should just be removed entirely, while main gun crits are currently very punishing, crew abandon can be game breaking.
5% chance if damage would destroy a tank, instead apply immobilization and main gun destroyed. These effects are reversed only once the tank is restored to 100% health.
In this implementation, there is a slight drawback to the attacker as a hit that would otherwise have destroyed a vehicle instead incapacitates it. HOWEVER, the combined aspect of main gun destroyed AND immobilization coupled with requiring full repairs to function again helps offset this. Think of it like a chance to proc T-34 ram debuff if your tank would otherwise die.
Oh and crew abandon should just be removed entirely, while main gun crits are currently very punishing, crew abandon can be game breaking.
16 Oct 2019, 18:19 PM
#64
Posts: 503 | Subs: 1
Not really. You chase with a PIV at half health a T3476 with 1/4 of health. T76 fires and gets main gun destroy, PIV can't chase no longer and possible dies.
The problem is that suddenly tanks no longer have 640 HP rather than 480HP.
I wouldn't mind soft critical such as turret jam/lock, driver/gunner damage, etc. Main gun destroy is too binary on it's effect.
It can be even worse. P4 with 3/4 health brings a T34 down to 1/4 health and gives chase. T34 pens P4. P4 bounces or misses T34. T34 pens P4 again, triggering main gun crit.
Sometimes the stakes can go even higher. I've had one absurdly unlucky sequence of events. Diving his low health Panther with T34-85. After managing to rear-block him for the final shot, Panther + rak fired and brought T34-85 to main gun crit. T34-85 is destroyed and abandoned.
The swing was (490 + 185 fuel) + (380mp + 130 fuel) X 2.
The problem is that when you play this game thousands of times, a 5% chance of getting randomly fked over ends up being quite a lot of occurrences.
17 Oct 2019, 23:11 PM
#65
Posts: 356
If we were to keep main gun crits, I would re-implement them to a death crit, something like this:
5% chance if damage would destroy a tank, instead apply immobilization and main gun destroyed. These effects are reversed only once the tank is restored to 100% health.
In this implementation, there is a slight drawback to the attacker as a hit that would otherwise have destroyed a vehicle instead incapacitates it. HOWEVER, the combined aspect of main gun destroyed AND immobilization coupled with requiring full repairs to function again helps offset this. Think of it like a chance to proc T-34 ram debuff if your tank would otherwise die.
Oh and crew abandon should just be removed entirely, while main gun crits are currently very punishing, crew abandon can be game breaking.
So basically a crew abandon that can't be recrewed by your opponent, but sucks up pop cap until you fully repair it, or destroy it yourself?
18 Oct 2019, 01:21 AM
#66
Posts: 5279
So basically a crew abandon that can't be recrewed by your opponent, but sucks up pop cap until you fully repair it, or destroy it yourself?
i was once able to immobilize and bust the gun on an over extended JT (back when crits could roll and save a unit from death.) you bet your ass i left that pop cap sapping bastard alive in no mans land to grind the salt in the wound..
18 Oct 2019, 04:35 AM
#67
Posts: 783
So basically a crew abandon that can't be recrewed by your opponent, but sucks up pop cap until you fully repair it, or destroy it yourself?
Something like that minus the crew abandon. At least you have a chance of getting your vehicle back and it did function as a last hit buffer.
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