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Caldwell

Add RNG to torpedoes

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I just had a battle in my Montana where I fired with my stern turrets at a Zao's citadel from 5km, the shells went wild, and the ones that did land struck just underneath the funnel and were counted as overpens. He then promptly launches torpedoes at me that spread out in a nice, even formation and all that hit me detonated. It suddenly occurred to me that no matter how well I aim, how much effort I put into making the perfect shot, RNG is still the master of my fate. And my fate is apparently at the bottom of the ocean. While my big, cruiser-killing 16" guns did minimal damage due to the fact that RNG plays havoc, even when firing at the nice broadside of a Zao about 5km away, those torpedoes guided up to my Montana like piranhas to a tourist, leaving me with a very expensive bill. Why is it that all other classes of ships are completely at the mercy of RNG while ships that carry torpedoes can fire away without a worry? I may just be spitting in the wind, but shouldn't there be at least some sort of random mechanic that messes with torpedoes?

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To start, as long as you maintained a low profile to his torp angle, probably only a couple would have even hit you. And sorry, dispersion is not 'wild' at 5km, you aimed badly. I mean, what were you even doing letting a Zao get to 5km to you anyway?

Edited by Pulicat

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There actually is some RNG to torp spreads. They don't go in a perfect fan as the torps can deviate by a degree or two.

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Out of curiosity how did you face the Zao when the Zao fired torpedoes at you, since broadsiding a torpedo cruiser usually ends in your sinking, especially at such a short range. 

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Ship torpedoes are fine as is - if they've managed to force their way in THAT close, risking their ship the whole way, you should be in trouble.

 

But adding something to aircraft torpedoes to make them less than a 100% guaranteed hit every time the ridiculous UFO-bombers make their magical quarter second torpedo runs would be quite appreciated.

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Alpha Tester
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Torpedoes do have RNG. As stated earlier they can vary within their arc but their damage is also calculated by the angle of your ship, the thickness of your belt armor and where they impact. The problem is that people are really quick to blame RNG for all of life's little problems and very few of the people who I see crying foul actually understand the mechanics behind it or that it doesn't impact gameplay as much as they seem to think it does.

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The Torps themselves go straight forward but shells do that as well. No shell turns while in mid-flight they keep their course (except for gravity but that's no surprise). The Torpedo spread is also a matter of rng (results of a test row can be seen here: http://i.imgur.com/GvmS49S.jpg , http://i.imgur.com/z9LleRD.jpg and http://i.imgur.com/xR5yIGQ.jpg the dispersion is undeniable). The only difference between the dispersion of shells and Torps is that the shells disperse in two dimensions (to the sides and up&down) while Torps only disperse in one (to the sides).

 

The Sirene

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The Torps themselves go straight forward but shells do that as well. No shell turns while in mid-flight they keep their course (except for gravity but that's no surprise). The Torpedo spread is also a matter of rng (results of a test row can be seen here: http://i.imgur.com/GvmS49S.jpg , http://i.imgur.com/z9LleRD.jpg and http://i.imgur.com/xR5yIGQ.jpg the dispersion is undeniable). The only difference between the dispersion of shells and Torps is that the shells disperse in two dimensions (to the sides and up&down) while Torps only disperse in one (to the sides).

 

The Sirene

 

That's nowhere close to the same thing.  

 

Torpedoes shift a tiny bit left or right.  Maybe now you're hitting at turret #4 instead of #3.

 

Guns, and especially BB guns, scatter hundreds of meters in all directions.  Shots fired directly amidships at an enemy just a few kilometers away, land in the sea barely halfway to their aiming point.  They fly so far left and right that they miss the target by whole ships lengths.  And they pop upwards as if fired from mortars, sailing harmlessly past the enemy's masts (after being aimed at their waterline, even) and carrying on to land who knows how far beyond the target.

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That's nowhere close to the same thing.  

 

Torpedoes shift a tiny bit left or right.  Maybe now you're hitting at turret #4 instead of #3.

 

On 10 km those gaps between the Torps is large enough for most warships to go through there even broadside on. And as Torps are slower and get announced by that alarm you can pick on where you want to be when they arrive.

 

Guns, and especially BB guns, scatter hundreds of meters in all directions.  Shots fired directly amidships at an enemy just a few kilometers away, land in the sea barely halfway to their aiming point.  They fly so far left and right that they miss the target by whole ships lengths.  And they pop upwards as if fired from mortars, sailing harmlessly past the enemy's masts (after being aimed at their waterline, even) and carrying on to land who knows how far beyond the target.

 

That's something I already said here:

 The only difference between the dispersion of shells and Torps is that the shells disperse in two dimensions (to the sides and up&down) while Torps only disperse in one (to the sides).

 

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To start, as long as you maintained a low profile to his torp angle, probably only a couple would have even hit you. And sorry, dispersion is not 'wild' at 5km, you aimed badly. I mean, what were you even doing letting a Zao get to 5km to you anyway?

 

That was rather difficult as I was try to keep my bow turned to a Montana off my port bow, as well as another Zao off my stern. I was the second to last player alive, the Zao had the lowest health. I waited until he gave me a nice broadside when he made his torpedo launch and unleashed my rear turrets.

Guns, and especially BB guns, scatter hundreds of meters in all directions.  Shots fired directly amidships at an enemy just a few kilometers away, land in the sea barely halfway to their aiming point.  They fly so far left and right that they miss the target by whole ships lengths.  And they pop upwards as if fired from mortars, sailing harmlessly past the enemy's masts (after being aimed at their waterline, even) and carrying on to land who knows how far beyond the target.

Exactly what happened.

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Alpha Tester
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I would like to see RNG have a chance for duds. Imagine the rage, but in all retrospect. Duds do happen.

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The DD hate is strong in this thread... 

 

By suggesting change to torpedoes with the broad brush you are utilizing, may I take it then the next time any ship's main gun is nerfed, the nerf will apply to all ships' main guns? Across the board?

 

As I saw the other day... "Is this still a thing?" Man, give it a rest. 

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Well, mainly because the OP doesn't seem to realize that most ships never see the torpedo or torpedoes that sank them. First clue they had was when it slammed into the hull and detonated.

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