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Kestrel_Falcon

Patch 7.2 failed me

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A quote: 

Optimization of Game Mechanics

  • Explosion of the ship's magazine (detonation) now can happen only if the ship's remaining HP is 75% or less. This value used to be 100%, which sometimes caused embarrassing situations when the ship could be destroyed by the very first hit if it didn't have a flag signal 'Juliet Charlie' mounted. Now, the probability that you can suddenly lose your ship when you don't mount this signal has been significantly reduced.
  • We enhanced the interaction between the shells and ship's armor during the contact. We also fixed the bugs that caused uncommon situations in battle, namely:
    • Citadel penetration caused by a HE shell in the areas where penetration is not possible;
    • Battleship detonation as a result of an HE hit from a destroyer;
    • Abnormally low damage caused by torpedoes to a destroyer with full HP;
  • Passing of a standard (not deep water torpedo) torpedo under the destroyer's hull without exploding.

I was angled to the Tirpitz 38 degrees and almost 10k away.  My health was 90-95% and I was detonated.  Should I submit at bug report on this?

shot-18.03.09_04.36.54-0857.jpg

shot-18.03.09_04.32.06-0373.jpg

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where is the replay? did u eat 2 citadels and then detonate?

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English is not my native language, but from what I understand is that they say two different things in one note.

The explosion of a ship's magazine (detonation) now can happen only if the ship's remaining HP is 75% or less.

So I would say it is a bug with this part of the patch note.

 

This value used to be 100%, which sometimes caused embarrassing situations when the ship could be destroyed with the very first hit if it didn't have Signal Flag "Julliet Charlie" mounted. Now, the probability that you can suddenly lose your ship when you don't mount this signal has been significantly reduced.

I believe this is what they actually meant.

Edited by LemonadeWarrior

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Kestrel's situation is almost certainly why this change will have virtually no practical effect on the user experience of detonations.

Because each shell that hits has a distinct RNG determination of how it penetrated, the ORDER in which shells hit can easily pass the new threshold. So all shells in a volley arrive simultaneously, and the first ones do enough damage to bring you below the 75% threshold, then the next one detonates you.

This is VERY common, as you'll often be hit by multiple shells from one opponent, or several from multiple opponents nearly simultaneously.

From a user experience standpoint, it makes ABSOLUTELY NO DIFFERENCE that it was the 3rd shells that hit you that caused you to detonate, vs the 1st.  They all arrived nearly simultaneously, and what counts is that you were full health one second, and 2 seconds later you blew up.  Moreover, the most frustrating detonations are the ones early game, and this is the time where ships are MOST likely to be receiving a hail of gunfire.

 

You can't fix this problem by futzing with the detonation threshold. It's the mechanism itself which is BRAIN DEAD STUPID.

Guys, how many times do we have to tell you that detonations are horrible user experience bugs in the game, and there's no excuse whatsoever to not remove them? Really? This is basic UX design - any UX designer that didn't flunk out of school would immediately flag this as a SHOWSTOPPER BUG. Detonations add NOTHING to the game except frustration and pissing off your user base.  Whether it's at 100% health or 10% health, it's still a STUPID "FEATURE".

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So what you're saying is it was fun and engaging?

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I think it rolls for each hit, so 1st hit knocked you down below 75% and the second hit rolled for detonation.

Edited by MrDeaf

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