What's up with all these Anti-RNG threads lately?
RNG is not bad. It's just the current CoH2 system has bad implementation of RNG system.
Men of War, for example, allows you to control tank cannon to aim for enemy tank weak point. Although luck involves a little of where the shot land, it also helps player to minimize the chance of failure through using skill. |
"Since Maskman ability is the only Brit counter to 222, I want to take it away so I can dominate Brit early with 222." |
Thread: RNG26 Oct 2015, 12:08 PM
That's the essence of having a TL;DR version,my friend.You should always a TL;DR version,cos normally ppl don't read the whole thing thoroughly.Also you should always make your key points perfectly clear,cos otherwise ppl would just certainly misunderstand and then theres no way you can fix it.
Okay, next time I will make one. Thanks... |
Thread: RNG25 Oct 2015, 23:11 PM
Don't misunderstand my point of view. Why do some people keep assuming that I don't like RNG when in fact I try to explain that much?
Of course, I did not have better ideal, and I say it at beginning. If anyone has better ideal, please elaborate or keep topic civil instead of bashing me without careful reading. |
Thread: RNG25 Oct 2015, 14:11 PM
I'm fine with RNG honestly. And this would be quite an indirect buff to USF tanks in general considering how much they get penned and almost never bounce.
If you follow my calculation, then this is no buff to any faction. Because weak penetration gain only weak penetration chance at next shot (10% + 10% of 90%, or only 9% for example) while strong penetration gain better amount (20% + 20% of 80%, or 16%).
This was meant to reduce, but not remove, the RNG dependency. I never did say RNG was bad after all.
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Thread: RNG25 Oct 2015, 12:50 PM
CoH2 has a terrible system that depends too much in RNG. I'm not talking about a single lucky mortar shot that wiping a squad, but when a raketten, each shot kill 2 models for three consecutive times, or a panther that bounce for 9 shots of 75mm gun at short range, then something is wrong.
The mechanic of RNG need to be change, My suggestion:
After a miss roll, the next roll will have higher success chance.
Likewise, after a hit roll, then next roll will have lower success chance.
<Warning! Statistic calculation is not for people with bad IQ>
For example, pak 75mm with 160 penetration that hit IS2 370 armor. 160/370 ~= 43%. Let's say the first roll is bad and the shot is not penetrated.
The next roll however, will roll twice. After first role 160/370 and somehow the shot is still miss, the second roll is called with same chance.
With two chances, the success rate increase to about 64%, quite better.
But of course there may be better solution. Right now I don't have better method than this. |
Increase armor won't help your HT against 2 AT nades and small arm still capable of finishing your HT because critical condition (below % of hp) is met.
And just because one case that happens rarely, does not mean a unit is weak and need buff.
As for me, I think the HT is fine and allow OST to get early reinforcement point. But I still hate the ideal of removing reinforce when upgrade with flamer or quad (120 ammo to remove transport AND reinforce is stupid). |
I don't play 1v1, nor I want to rate it, because it's too depended on early advantage.
But 2v2:
1. Ostheer
2. Soviet
3. Brit
4. OKW
5. USF |
Okay, there are two bugs in this match.
1. The first one at 30:30, at the right side of forest. The Firefly receive a critical called "loader injured" from Stuka CAS and unable to be fixed.
2. The second at 43:30, at the left side, the Jackson receive abandon critical, but still be able to run back to safety before abandoning.
Replay: http://www.coh2.org/replay/43494/4v4-equal-skills |
Input something here. |