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FailApprentice

RNG - Why?

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I would love for anyone to explain to me, why people feel like RNG is acceptable on main turret attacks (which a large portion of the game revolves around) and not applied to anything else...I.E. torpedo's or carrier's bombers.

 

I feel like if you are making a game, where a vast majority of your damage comes from your main guns, then you need to incorporate more skill into the game, rather than have RNG. If RNG is applied to your main guns, then RNG should be applied to other aspects of the game. Make bombers have a chance to not detonate their bombs on hit, or make torpedo's randomly alter their coarse a little or maybe not travel as far.

 

I know that people will always have different opinions and different thought processes as well as different play styles, but when you add RNG to a game where it is applied 100% of the time to a major aspect of the game...that to me is not fun at all. I would rather have ships have dead accurate pin point shots, and have to worry about positioning than have to worry about my random salvo missing every hit because the enemy randomly changes course by 1 degree and my spread decides to dance at the very end of it's shot. I get so discouraged from playing this game sometimes because I die to random hits in the game that make no sense to me. Half the time I don't even see the torpedo's pop up until it's too late or sometimes I can't even see torpedo's until they're about 1-2 seconds away from hitting me. Is this how torpedo's are in this game? Or is seeing torpedo's RNG as well?

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Leave torps out of the RNG equation. Can you imagine the havoc of  torps moving 90 degrees away from each other.  Team kills for the win all around.

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I can't even see torpedo's until they're about 1-2 seconds away from hitting me. Is this how torpedo's are in this game? Or is seeing torpedo's RNG as well?

torpedos are visible for 10+ secounds before impact.

 

you need to LOOK FOR THEM.  aka pay attention

 

stop staying in scope mode.

 

and if you having trouble with torps.  you fail.  they easy to dodge, even in a BB.   BY USING THE A AND D KEYS WHEN YOU SEE PLANES.  

 

zig zag constantly.

 

if you only turn when torps are spotted, you deserve to die.

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They just need to tweak the RNG a bit with the main guns. As for torps, it is already hard enough to hit someone who knows what they are doing and now you want to add RNG into it? Turn before you see the torps, if you see a ship with torps and you are in his range it is time to cut speed a bit and turn. As for DDs who have the ability to stealth torp they have to sit really far away in order to shoot them off without being seen, just change your speed and direction a bit every so often and you can dodge pretty much all of them.

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If the OP feels that the game "isn't fun at all" then he should move on to a new game. This RNG style of game is standard for WG products and isn't going away.

 

Quite simply, RNG adds a degree of randomization to results that makes a huge difference in the playability of the game. RNG does NOT defeat skill, it adds to it. If any two-bit newbie could destroy your vessel easily with just a few well placed shots, THAT would make the game far less enjoyable. Sure, perhaps it could be tweaked here and there, but RNG is another factor that skilled players need to manage to do well, and it keeps the game interesting. 

 

Regarding guns vs torp RNG, it's a matter of frequency. Guns fire far more often and thus deserve a higher level of RNG. Torps are fired far less frequently and enemies have time to react to them "in flight", unlike fired shells. There is an RNG factor with torp damage, but there are many other factors that impact torpedo drop/shot effectiveness, including AA, maneuvering, fighter dispersal, etc. that guns don't have.

Edited by vespid

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The only way I would accept RNG for Torps if it had to do with detonation chances... and if they chose to go that route, they need to buff torp speed, range, and concealment. and I drive a BB 60% of the time just FYI.

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I really don't like the over usage of RNG in these games. I think damage should be calculated based on shell size and where it hits. I know that is used partially but it's way more RNG than it should be. Also if I fire all 12 of my guns again and watch as every shell either goes high low or wide left and right I will rage punch my monitor.

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The only way I would accept RNG for Torps if it had to do with detonation chances... and if they chose to go that route, they need to buff torp speed, range, and concealment. and I drive a BB 60% of the time just FYI.

 

I can agree with your assessment.  Although, it would create more issues with persons who stay zoomed in all the time and don't pay attention to the "torpedoes port side!!".... :teethhappy:  

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I would love for anyone to explain to me, why people feel like RNG is acceptable on main turret attacks (which a large portion of the game revolves around) and not applied to anything else...I.E. torpedo's or carrier's bombers.

 

I feel like if you are making a game, where a vast majority of your damage comes from your main guns, then you need to incorporate more skill into the game, rather than have RNG. If RNG is applied to your main guns, then RNG should be applied to other aspects of the game. Make bombers have a chance to not detonate their bombs on hit, or make torpedo's randomly alter their coarse a little or maybe not travel as far.

 

I know that people will always have different opinions and different thought processes as well as different play styles, but when you add RNG to a game where it is applied 100% of the time to a major aspect of the game...that to me is not fun at all. I would rather have ships have dead accurate pin point shots, and have to worry about positioning than have to worry about my random salvo missing every hit because the enemy randomly changes course by 1 degree and my spread decides to dance at the very end of it's shot. I get so discouraged from playing this game sometimes because I die to random hits in the game that make no sense to me. Half the time I don't even see the torpedo's pop up until it's too late or sometimes I can't even see torpedo's until they're about 1-2 seconds away from hitting me. Is this how torpedo's are in this game? Or is seeing torpedo's RNG as well?

Do you want RNG in torps. With one torp killing a CV or BB? Think this though.

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You get to roll the RNG a lot more often with a main battery than with a torpedo, that, combined with the fact that torpedoes are in the water for 20+ seconds while you can maneuver to dodge makes the lack of torpedo RNG ok.

 

Air dropped torps are a different story. They might have a super long 'reload time', but they're just way too consistent in the damage they can do, regardless of evasive action taken by the target.

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You get to roll the RNG a lot more often with a main battery than with a torpedo, that, combined with the fact that torpedoes are in the water for 20+ seconds while you can maneuver to dodge makes the lack of torpedo RNG ok.

 

Air dropped torps are a different story. They might have a super long 'reload time', but they're just way too consistent in the damage they can do, regardless of evasive action taken by the target.

 

Agreed.

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Air dropped torps are a different story. They might have a super long 'reload time', but they're just way too consistent in the damage they can do, regardless of evasive action taken by the target.

 

There is actually RNG to TB damage. It depends on where you get hit and at what angle it hits you. Also tier 6 and higher I think get an anti-torpedo bulge that can reduce damage by up to 50%.

OP I would like to see a bit less RNG this is a game about skill but you also have to look at what that RNG is for. BB RNG is the only thing that stops you from just heavily wrecking people. 

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I did not vote cause it wont change anything but i would like to say that IMO RNG is the worst game mechanic ever. I think that RNG takes the whole skill based part of games and just throws it out the window cause no matter how skilled you are when RNG decides you don't do anything you don't I am sick of hitting ships over and over for random damage and hoping RNG gives me the magic citadel hit. I aim at the same place on a ship over and over yet there are some games where i get citadel after citadel and the next game cant hit a dam thing.

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To all of you claiming that RNG negates skill in the game, if you got what you wished for, you'd be the first back here crying about how quickly you die and how any new player can do just as much damage as an experienced one. Shooting a target without RNG would be a fairly easy skill to learn and learned quickly. Managing RNG - and having different accuracy factors for each ship/gun - is what keeps the game playable. Without RNG, there is no "accuracy" factor from one weapon to another.

 

Also, RNG helps negate aimbotting, putting the result of a shot on the server, not the client. Remove RNG, and botters would explode across the game.

Edited by vespid

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I did not vote cause it wont change anything but i would like to say that IMO RNG is the worst game mechanic ever. I think that RNG takes the whole skill based part of games and just throws it out the window cause no matter how skilled you are when RNG decides you don't do anything you don't I am sick of hitting ships over and over for random damage and hoping RNG gives me the magic citadel hit. I aim at the same place on a ship over and over yet there are some games where i get citadel after citadel and the next game cant hit a dam thing.

 

The amount of RNG needed is debatable, but its existence in games is why you don't need twice the PC power to play a game. RNG typically simulates factors that would be CPU-intensive to model properly.

 

Look at it this way. To completely remove RNG from this game, and not have guns be freakishly accurate, you would need to model a complete weather system, so that you could have factors for humidity and wind. You would also have to model individual waves in the water, and each ship would have to bob accordingly.

 

Dispersion RNG models the net effect of these factors well enough that hit rates are in the ballpark of what they were historically, and does it very simply.

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