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Everything posted by El2aZeR
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*sigh* Made the effort to dig out the thread. Here it is: http://forum.worldofwarships.eu/index.php?/topic/76406-win-rate-and-luck/ Ciryonde, on 20 March 2017 - 10:44 PM, said: The chance for reaching _FTD_'s score just by chance i 7*(10^-623). I won't write that out since its basically a 7 preceded by 623 zeros. To put that in perspective let's say you have a sand box, or better yet, take the Sahara desert. You randomly pick on grain of sand, mark it, throw it back in the desert and let a friend pick a random one, and trust luck that he will get the same one as you. This might seem improbable, but it is child's play compared to _FTD_'s luck. To approximate that, we need to go bigger, MUCH bigger. So assume that you pick an atom somewhere in the observable universe and get _FTD_ (Edit: make sure that his/her luck bringing friends are also there) to guess which one you picked, when he/she has guessed correctly 7 times in a row, that would still be more than a hundred billion times as likely as getting his/her win rate based on pure luck. [...] I now realize that what started out as a fairly serious post kinda went of the rails, but my main point is that after a good number of games, you can expect luck to be responsible for about +-1 percentage point of your win rate. The table can also be used for ballparking the values for other win rates as well even if it wont be exact. For instance, after 3000 games with a 60% WR the probable diff would be 1,75% whilst it is 1,79% for a true WR of 50%. Generally the further away from 50%, the smaller the deviation will be, but as I said, ballpark. Still want to argue?
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Heck, do I really have to bother to dig it out, now? Does anyone have it on demand?
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Not for long apparently if the "info from RU" thread is to be trusted. As for me as a customer, I'd rather have them work out all the issues with balance and bugs before they start upgrading the graphics. A thorough visual overhaul as Icey is demanding not only consumes a lot of development time that may be better spend otherwise, but it may also not be possible given current engine limitations, lengthening the process even further. I have to admit, I'm a bit biased as I'm studying 3D art myself. I modeled an Iowa once, attempting to come close to the level of detail of WoWs. The low poly model (aka the one you see ingame) alone had 300k polys, which is an extremely high number for any kind of asset and that was without needing to have the ship break apart etc. (though granted I was a lot more inexperienced back then than I am now). Thus I'm actually impressed that the game runs as smoothly as it does while maintaining a what I'd consider good level of detail.
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There is a thread that proves that you're far, far more likely to win the jackpot in a lottery than getting carried to good WR (or, alternatively, have bad WR when you're a skilled player).
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Would be fine if it's a singleplayer game. However it's not, more than that it's a game in which both good individual and teamplay is paramount to success. As soon as you select random battle and push that battle button you have a responsibility to do your utmost to win. You yourself may have fun e.g. yolo rushing or camping every game, but with it you're also ruining the fun of the 11 other players on your team. Now, you may simply not care as you're an egoistical [edited], but then you lose all rights to complain about criticism as well. It's not like there is no alternative to random, either. If you really want to just play for fun with no care for your team, go play coop.
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Everyone can say they've fallen in love. Few can say they've owned a tank. On that note, sounds like a good trade to me. Serious talk, from what I've seen the average skill has reached a new all time low even during weekdays.
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That the vast majority of the average playerbase (read: filthy casuals) will never bother to watch. Forcing tutorials upon them and giving them a couple rewards to compensate for the time spend would be much more effective.
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The thing is that having better graphics isn't necessarily good economically speaking. Having a super good looking game that only 10% of your current consumer base can play with a reasonable fps count simply means that you're gonna make less money. Advancements in graphics can only be made once the consumer base reaches a standard that allows you to do so. You could ofc try to go around it by implementing tons and tons of options but, again, that isn't worth it economy-wise.
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CV UI Bug: unable to set way point/attack
El2aZeR replied to Sea_viper's topic in General Discussion
Known bug among CV captains. Too bad WG has no interest in fixing it, as with anything CV UI related. -
PSA: Get free stuff (port slot, premium consumables, camo)
El2aZeR replied to Takru's topic in General Discussion
Worked fine. Thanks! Though the email says it's a beta key. A little late for that, no? -
The Carrier Extinction and Removing AA Ships
El2aZeR replied to dasCKD's topic in General Discussion
Even if, that still would give me the freedom to move around and strike elsewhere on the map. He assists in killing off one of my DDs at A? Well, let me just wipe that lone DD on C. And unless enemy capital ships actually push into said cap (at which point the cap is lost anyway) there is little he do to prevent me from denying or picking off his scout. Keep in mind that this is literally the ideal situation for the AS CV. It only gets worse from here. You're also seemingly forgetting that strike CVs have far more freedom to scout. After all, you don't really need your DBs to deal out most of your alpha strike. Literally everything regarding scouting an AS CV can do, a strike CV can do better. And the AS CV cannot even deny your scouting since, as soon as he pulls fighters, he's moving out of position, leaving his team open for a strike. AS CVs are either worthless or inferior to strike CVs in all facets of a random game. -
The Carrier Extinction and Removing AA Ships
El2aZeR replied to dasCKD's topic in General Discussion
When an AS CV goes scouting with his bombers the scout can be denied and the AS CV loses even more of his already paltry damage potential. If an AS CV goes scouting with his fighters it means one of two things for the strike CV: 1. Said fighter is out of position and can be picked off, giving the strike CV air superiority. 2. Said fighter is not in position to deny a strike elsewhere on the map. Heck, you can even do both if you can micromanage well enough (and the UI doesn't attempt to hinder you). Thus an AS CV cannot scout. The moment he attempts to do so he becomes even more worthless than he was before. -
And maybe some will leave BBs because they now actually have to aim accurately? Could go both ways.
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Making BB guns more accurate may ironically give other classes more survivability since they can then actually dodge shells instead of praying to RNGesus to be generous. dasCKD pointed out as much here: http://forum.worldofwarships.eu/index.php?/topic/78145-adressing-the-battleship-plague/
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Iowa is the most inaccurate BB at T9 without the accuracy module. With the accuracy module she comes close to IJN accuracy within 20km, becoming the most accurate BB in the game within 12km. So my tip? Use the accuracy + stealth build and close the distance, but never ever attempt to brawl with her unless you're sure you can finish your enemy off in one salvo, because you're unlikely to get a second one.
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They should still be valid since nothing has changed in the basic calculation of fighter combat. Same with AA vs planes.
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Binding multiple squadrons to one hotkey?
El2aZeR replied to Drunken_Jedi's topic in Aircraft Carriers
Long requested feature. Has fallen on deaf ears. We can only hope that WG does at least something right with the rework. -
The Carrier Extinction and Removing AA Ships
El2aZeR replied to dasCKD's topic in General Discussion
You're really asking that? Think about it, the removal of AA alone would require almost every ship in the game to be rebalanced. For more details see below: No, the game is balanced to have CVs around, which is for example why the concealment mechanics are as they are and why stealth firing was permitted to exist. And that you're even referring to RPS is beyond laughable. RPS plays no role in WoWs. Even without CVs the existing classes don't fit the scheme at all. It's not even close. BBs counter some cruisers, some cruisers counter BBs, some situationally counter DDs, DDs counter mainly themselves, etc. Can apply to literally every class. You're a joke at this point. -
The Carrier Extinction and Removing AA Ships
El2aZeR replied to dasCKD's topic in General Discussion
Which is something dasCKD aims to address. It's imo not the best proposal as we're still left with RNG numbers AA and zero skill interaction, but if that's the way it has to be kept it would do the job. I simply switched from Bogue to Hiei (aka Kongo) and repurchased Independence. Ironically the change made seal clubbing in every other class at T4-5 stronger. Also according to WG the skill gap between average and skilled CV players has noticeably increased since the removal of alt attacks in low tiers, so there's that. It was by far the most stupid thing they could've done to address the issue, while the opinion of the players once again went unheard. -
The Carrier Extinction and Removing AA Ships
El2aZeR replied to dasCKD's topic in General Discussion
Even a skilled AS CV player can't do anything against an equally skilled strike CV due to the fundamental problems the loadout has. I can only repeat what I've said before, an AS CV is always in the position of choosing the lesser evil. He always trades unfavorably, because the enemy CV always maintains the initiative. Literally the only way an AS CV can succeed is if the enemy CV is a potato. -
The Carrier Extinction and Removing AA Ships
El2aZeR replied to dasCKD's topic in General Discussion
I was honest about it. AS brings literally nothing to the table that a CV has to be able to do in the current meta. I'm more than happy to play a relaxing and easy game against an AS CV, but it's still bad for balance when one of the CVs is automatically worthless by choosing a useless loadout. A removal of CVs requires redesign of several fundamental gameplay mechanics and subsequent rebalancing. That's just a single step above scrapping the whole game and starting anew. I highly doubt CV removal will ever be viable at any point unless WG is really willing to scrap a good part of the work they've done so far. -
CVs are still viable largely thanks to the ridiculous amount of mindless potatoes sailing around. Playing them however requires you to have a high tolerance for bs (mostly due to the interface) as well as a desire to better yourself with every match until you reach a certain skill level.
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The Carrier Extinction and Removing AA Ships
El2aZeR replied to dasCKD's topic in General Discussion
It's not a problem for me personally at all. I'm more than happy to see an AS CV opposing me, however that doesn't mean it isn't problematic for the game and overall balance. The capability of denying all damage potential is "nothing meaningful"? Really? An air strike is by far the most telegraphed and easy to shut down attack in the game. If people don't bother using the counters they're given then that's their problem and not the CV's. -
The Carrier Extinction and Removing AA Ships
El2aZeR replied to dasCKD's topic in General Discussion
Giving them an integral role in the game's design and balancing (as with every other class) then killing them off was a mistake. Saying that removing them will solve anything is delusional at best and proves that you have no idea about game design. -
The Carrier Extinction and Removing AA Ships
El2aZeR replied to dasCKD's topic in General Discussion
No, it is because it is utterly worthless. AS is ridiculously easy to outplay if you know how to. You become an extreme liability to your team if you play AS against a skilled CV player, regardless of how skilled you are. AS is simply unable to maintain the three basic roles a CV has to be able to play: Denying enemy strikes, scouting and dealing damage. To elaborate:
