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Herr_Reitz

Tinfoil Commander Cap Theory - TCCT

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So here's potentially a new Tinfoil Commander Cap Theory (TCCT). 

Those of you who know your ships/guns pretty well, know where to target for cits and/or heavy damage. There's a few of you, I can say on a couple ships yeah, I know the how to and wherefore... 

You fire your first salvo. Dispersion everywhere. Wow you think... that was ugly. So you load up your next salvo at the reds who have moved closer and fire. Out of ten or twelve main battery rounds you get one hit, a pen but no damage. Hmm... you keep the faith, reload and get closer to the reds... you're now 12 to 15 km away, in your known-to-you BB. A cruiser shows broadside. "Mine now buddy!" You fire. Miss completely. 

At this point, I propose you consider, WoWS has poisoned the RNG of your main batteries. I can find no other reasonable explanation. 

Can you? Then please share. 

'Cause I know if my first two salvos are solid, we're likely to win, not because of me but because the RNG is not against us. Sure enough, I see many of us on our team scoring hits. 

I believe this has far more control over the wins/losses than player match up by match making. If you think about it, doing this would be the easiest/fastest way to balance matches.

In any case, the Tinfoil Commander Cap is on.

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3 minutes ago, Herr_Reitz said:

So here's potentially a new Tinfoil Commander Cap Theory (TCCT). 

Those of you who know your ships/guns pretty well, know where to target for cits and/or heavy damage. There's a few of you, I can say on a couple ships yeah, I know the how to and wherefore... 

You fire your first salvo. Dispersion everywhere. Wow you think... that was ugly. So you load up your next salvo at the reds who have moved closer and fire. Out of ten or twelve main battery rounds you get one hit, a pen but no damage. Hmm... you keep the faith, reload and get closer to the reds... you're now 12 to 15 km away, in your known-to-you BB. A cruiser shows broadside. "Mine now buddy!" You fire. Miss completely. 

At this point, I propose you consider, WoWS has poisoned the RNG of your main batteries. I can find no other reasonable explanation. 

Can you? Then please share. 

'Cause I know if my first two salvos are solid, we're likely to win, not because of me but because the RNG is not against us. Sure enough, I see many of us on our team scoring hits. 

I believe this has far more control over the wins/losses than player match up by match making. If you think about it, doing this would be the easiest/fastest way to balance matches.

In any case, the Tinfoil Commander Cap is on.

It is, after all, a common feature of free2play business models...

...is it really tinfoil when you know that this is how the industry works?

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Just like in a casino. Which is why I don't go to casinos. This is a cheaper way to get schraubed.

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Well anytime I've floated this idea, usually once a year :cap_haloween:  people get angry at and with me. I seriously cannot see how it could be anything else but this. Which is why I'm hoping someone has a really good logical explanation to counter it. 

Wheeee.... :fish_cute_2:

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Probably just confirmation bias. 

Bad beat syndrome in poker. Where you remember that bad beats, but forget about all the good hands. 

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this is actually going on right now for me ..also the ship speed seems like im going nowhere ...i might be shooting at the luckiest man alive ...dont want to get into the peek a boo the des moines  seem to be playing with me 

 

 

 

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I do think one side is given an edge over the other team. I've had games as recently as today where I'm like how am I missing so many shots. Then next match hitting 80%.

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On the other hand, I'm scoring citadels across the map - from some quickly cobbled together firing solution - when a ship is spotted for 2 seconds by friendly aircraft and I launch the spotter.  IN A GERMAN BATTLESHIP.
I end up earning 30K damage in the first few seconds of the battle.

I get the other end of this too.  Planes spot me right after spawn - and suddenly I'm clobbered by sheets of laser-accurate lead.

RNG is RNG...   You miss every shot you don't take.

 

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Don't take the game serious, play to have fun. 

It is an arcade shooter, treat it what it pretends to be.

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4 minutes ago, Learux said:

Don't take the game serious, play to have fun. 

It is an arcade shooter, treat it what it pretends to be.

Thunderer...  check

Jingles.....   check

Popcorn....   check...

Hit <Battle>  -- Let's Blow Sh__ Up !!!!

1004202225.jpg

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In my opinion, there is something odd going on with aim and where shells are fallng since the new patch dropped. I was in my Guepard the other day, peppering a broadside BB's superstructure at a range of about 10 km. Now, anyone who has done this simple, common thing before knows how high you have to aim above the armor belt to consistently hit the superstructure...and yet, one out of every four salvos or so would fall completely short. As in, well short of the ship altogether, and I was nowhere near my max gun range. I began to notice this over multiple battles this weekend in many different ships.

It bothered me enough that I asked some clan members, and some other buddies if they'd noticed anything weird about aim since the patch dropped (without telling them any specifics at all), and many of them remarked about salvos falling short. 

So I don't know if it's RNG's role necessarily, but potentially some kind of bug affecting aim, or where shells are falling. There have been known instances of things similar in the past affecting shell placement/dispersion (the lock-on bug being one well known example), so it's absolutely possible.  

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I also noticed that I sometimes had lag spikes resulting in my guns apparently not locking on or my point of aim being wildly of. And I mean, 'double click' and one turret fires on my DD fires 20 degress to the left while the other is straight on target. Or my dispersion is really bad until I manually cycle the targets (and yes I could see the marker showing i was locked on).

Might be a new form of the desync issue. Would be nice to have a server crosshair option like WoT.

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1 hour ago, Herr_Reitz said:

WoWS has poisoned the RNG of your main batteries.

Tin foil hat - Wikipedia

Uh ...... yeah! Sure! Anything you say Bro! (You don't own any guns, do ya?)

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It's 2020 combined with Wargaming - at this point I'm not willing to rule anything out. I've some how missed hitting USN standards lately - and they are literally a ship I can hit with any gun on reflex because of how slow they are. 

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I have 35,000 games in all modes. I have never noticed this. RNG is streaky I have those 45 hit, 43K damage games from time to time, but stats are clumpy so thats to be expected. I put down 194K in Thunderer a couple of days ago and I recall being worried because I was not hitting early, which is a habit of mine in all ships -- I seem to need warm up time filled with misses to start generating hits.

Are you sure its not something like that?

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3 hours ago, Herr_Reitz said:

At this point, I propose you consider, WoWS has poisoned the RNG of your main batteries

Yes, WG management charged some developer with writing code that changes dispersion throughout the match based on some criteria, tested that code, and then put it in production just so that they could secretly annoy players. Makes total sense.

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hi skippers.

in a random battle in vlad today, had a shot lined up on a bow on iowa at 14 km, and a zao popped up broadside a couple km beyond it... moved the guns up, significantly, well over the iowa's stacks, and fired off a full salvo.

got a couple hits on the iowa... couple salvos later, nearly the same thing happened with the same iowa, and a gearing that popped up in front of him. more hits on the iowa. 

third time, 3-4 minutes and million + potential damage later, same situation, and this time i closed the aiming view, hit 'shift' again, and tried re-aiming on a DM passing by 4-5 km past the iowa, again broadside.

that entire salvo fell between the des moines and the iowa.

RNG is rock steady, stable, and working as intended.

16 minutes ago, vak_ said:

Yes, WG management charged some developer with writing code that changes dispersion throughout the match based on some criteria, tested that code, and then put it in production just so that they could secretly annoy players. Makes total sense.

no, they assign it on entry into battle. twice in the time i've played the game (see, large sample size so there's no way it hallucination bias) i was dropped from the battle, managed to get  back in before it was over, and had completely different luck on return!!

not making it up this time.

spud

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1 hour ago, Spud_butt said:

they assign it on entry into battle

Okay, sure thing. So WG management charged some developer with writing code that assigns custom dispersion for the duration of the match based on some criteria, tested that code, and then put it in production just so that they could secretly annoy players. Makes total sense.

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Not to tinfoil hat, but a semi serious question.

 

When aiming at two enemy ships side by side but seperated by 1-2km why do my shells always hit the one that im "targeting" even if i have my guns aimed at the ship further away?

Its happened enough that ive noticed it, and im wondering if theres something i have turned on(like auto aim), thats reasjusting my guns.

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/hat on

Anecdotally, I have no doubt whatsoever that WG is manipulating the RNG, including but not limited to, citadel hits, pens, and most particularly overpens. 

I have 9k+ games, and virtually every ship in the game, so I have a suitable sample source from which to form an opinion.

At one point, I used to average 140-150k, 4-5 citadels per game in Yamato.

Now I average 50k-60k with 1 citadel every 5-6 games in the same ship.

I routinely have games with 80% + overpen. 

It is actually quite easy to test this for yourself. Just start a new account with a different email. Play a line of ships up to lv 5 or 6.

Play a few games in the same ship on the two different accounts: You will be AMAZED at the difference in how your shots react. Run this experiment and you will be left with no doubt WHATSOEVER that WG is deliberately manipulating the RNG. 

/hat off

Fair winds and following seas.

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14 hours ago, Herr_Reitz said:

So here's potentially a new Tinfoil Commander Cap Theory (TCCT). 

Those of you who know your ships/guns pretty well, know where to target for cits and/or heavy damage. There's a few of you, I can say on a couple ships yeah, I know the how to and wherefore... 

You fire your first salvo. Dispersion everywhere. Wow you think... that was ugly. So you load up your next salvo at the reds who have moved closer and fire. Out of ten or twelve main battery rounds you get one hit, a pen but no damage. Hmm... you keep the faith, reload and get closer to the reds... you're now 12 to 15 km away, in your known-to-you BB. A cruiser shows broadside. "Mine now buddy!" You fire. Miss completely. 

At this point, I propose you consider, WoWS has poisoned the RNG of your main batteries. I can find no other reasonable explanation. 

Can you? Then please share. 

'Cause I know if my first two salvos are solid, we're likely to win, not because of me but because the RNG is not against us. Sure enough, I see many of us on our team scoring hits. 

I believe this has far more control over the wins/losses than player match up by match making. If you think about it, doing this would be the easiest/fastest way to balance matches.

In any case, the Tinfoil Commander Cap is on.

The problem with rounds falling short seems to be a reoccurring issue, I recall people mentioning it a few patches back and I have seen it myself.

The desync is also an issue, sometimes the server isnt looking where you think and it should be looking, in WoT you can add the server reticle to your UI and you can, and I have, seen crazy crap going on with the servers. Like I turn my turret left 180, no server reticle?! Then a few seconds later it appears on the opposite side of the screen... or once I fired point blank at a tank, nothing happens and I am knocked out, when I watch the replay the shell came out of my tank 90 degrees to the right of my aim out the side of my tank because of the desync.

Not making excuses, but I have seen desync do crazy things in WeeGees games and they all use the same engine.

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7 hours ago, Princess_Daystar said:

Not to tinfoil hat, but a semi serious question.

 

When aiming at two enemy ships side by side but seperated by 1-2km why do my shells always hit the one that im "targeting" even if i have my guns aimed at the ship further away?

Its happened enough that ive noticed it, and im wondering if theres something i have turned on(like auto aim), thats reasjusting my guns.

Make sure your target selection (X button) doesn't shift from target ship to nontarget, this will cause a miss.

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The easiest way to confirm this, I've found...

...is to play CV and go attack destroyers.

I have attacked destroyers, had the damage deployed show for an instant as not enough to kill the destroyer...then the game recalculates, sinks the destroyer (without detonation) and awards me the kill. It is especially, hilariously obvious when the ordinance I hit the ship with could not have done that amount of damage.

Face it, folks. You are playing a game...in all the legal sense of the word. WG is a 'gaming' company.

That's how the business works.

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