[THROW] Lucasbamio [THROW] Players 12 posts 10,307 battles Report post #1 Posted April 28 As the title suggests. Wanted to spread the word a little bit more for awareness. Didn't know about it before. Source: 16 1 Share this post Link to post Share on other sites
[SCRUB] Leo_Apollo11 Quality Poster 7,146 posts 31,536 battles Report post #2 Posted April 28 Hi all, 1 hour ago, Lucasbamio said: As the title suggests. Wanted to spread the word a ittle bit more for awareness. Didn't know about it before. Source: Thanks for info and Reddit article! BTW, I saw his MOD that show those values from last night and it was a bit strange... Leo "Apollo11" Share this post Link to post Share on other sites
[SFSO] Ymustihaveaname Players 362 posts 14,105 battles Report post #3 Posted April 28 Great fun for torpedo boat DDs to lose the main armament ie TTs early in game and be then near worthless for rest of the game apart from spotting, but does maybe explain why it sometime happens really quickly. 6 Share this post Link to post Share on other sites
[BYOB] Aragathor Players 7,047 posts 32,270 battles Report post #4 Posted April 28 And Painezor tested and confirmed it. This is beyond stupid, that's straight up malicious. And then you have ships that are balanced around torpedoes. No comment. 11 Share this post Link to post Share on other sites
[POT80] SurfaceFish [POT80] Players 1,261 posts 11,225 battles Report post #5 Posted April 28 so is that why it seems German BB always have their torpedo tubes destroyed? 3 3 Share this post Link to post Share on other sites
[NWP] Ubertron_X [NWP] Beta Tester 2,657 posts 25,734 battles Report post #6 Posted April 28 3 minutes ago, SurfaceFish said: so is that why it seems German BB always have their torpedo tubes destroyed? Bismarck will not have her torpedo tubes destroyed. 1 8 Share this post Link to post Share on other sites
[NWP] Bear__Necessities Players 5,291 posts 15,376 battles Report post #7 Posted April 28 Really? Hey @Seraphice wanna explain this little nugget of BS? Because as concepts go. This is just stupid. 5 1 Share this post Link to post Share on other sites
[INTRO] WorkAlone Players 15 posts 1,742 battles Report post #8 Posted April 28 18 minutes ago, Bear__Necessities said: This is just stupid. This is beyond stupid... I used to take the torp armament upgrade on many DDs just because of the buff to torp armament HP (sucks to lose my torps after a single hit by some CV). Now it seems that this upgrade is worthless because RNG plays the main role in determining the module HP. 6 1 Share this post Link to post Share on other sites
[VIBES] tocqueville8 Players 3,717 posts 39,390 battles Report post #9 Posted April 28 This is worse than detonations: at least you can't be detonated when above 75% hp, while this allows a single Mino shell in the first fight of the game to cut the torpedo DPM of a Shima by 33%, a Gearing by 50% and a Kitakaze by 100% there is no flag prevent it: even the upgrade in slot #1 only adds 50% of module hp, so now you need...what, two shells? A single DM shell? And Preventative Maintenance doesn't work: it reduces incapacitations, not destruction. Was this nonsense in the game since 2015? 4 Share this post Link to post Share on other sites
hypsar Players 287 posts Report post #10 Posted April 28 52 minutes ago, WorkAlone said: Now it seems that this upgrade is worthless because RNG plays the main role rng plays the main role in everything in wows and this rng is manipulated 2 Share this post Link to post Share on other sites
[NECRO] MementoMori_6030 [NECRO] Players 6,381 posts Report post #11 Posted April 28 Does not affect CV gameplay. No problem here, comrades. Move on. 4 14 Share this post Link to post Share on other sites
[FJAKA] Port_Authority Players 320 posts 22,620 battles Report post #12 Posted April 29 This completely solves the case where I lose a torpedo launcher in Halland just like that. Thanks WG for shafting torpedo boat players. I think this is in game for a while. Years ago we were messing in training room brawling 1 on 1 and I wanted to try blasting some of Hindenburgs torpedoes via Zao AP overpens and we couldn't get a consistent result out of it. 4 Share this post Link to post Share on other sites
[FJAKA] Port_Authority Players 320 posts 22,620 battles Report post #13 Posted April 29 16 hours ago, SurfaceFish said: so is that why it seems German BB always have their torpedo tubes destroyed? Well yes. Because the HP is randomized and German BBs are always in the trade. In a DD you might not get to test the value because you won't be in a gunfight, in a German BB that's a given. 3 Share this post Link to post Share on other sites
[NECRO] MementoMori_6030 [NECRO] Players 6,381 posts Report post #14 Posted April 29 Imagine KotS matches being decided by randomized module HP. GG! 11 Share this post Link to post Share on other sites
[EMPOR] _DemonGuard_ Players 982 posts Report post #15 Posted April 29 Coming up in your armory soon: 500 random bundles where you can find 3 upgrades, one for each of Shimakazes torpedo launchers to double their random HP pool. Just 200 doubloons per bundle. Buy them all now and get a 20% discount! 4 Share this post Link to post Share on other sites
[PEZ] Yedwy Players 11,301 posts 39,554 battles Report post #16 Posted April 30 On 4/28/2023 at 8:10 PM, hypsar said: RNG plays the main role in everything in wows and this rng is manipulated as needbe to get the wanted result FTFY m8 12 hours ago, MementoMori_6030 said: Imagine KotS matches being decided by randomized module HP. GG! Well they are? Add to that the random spreads in torps and shells, random penetration interactions and who knows what else is random and is not "common knowledge" (ie maybe the way compartment HP is distributed withing parts of the ship is also RNG) and the end result is not completely RNG but it plays a significant role and it can make or break a match 5 Share this post Link to post Share on other sites
[NECRO] MementoMori_6030 [NECRO] Players 6,381 posts Report post #17 Posted April 30 Vor 2 Stunden, Yedwy sagte: Well they are? Add to that the random spreads in torps and shells, random penetration interactions and who knows what else is random and is not "common knowledge" (ie maybe the way compartment HP is distributed withing parts of the ship is also RNG) and the end result is not completely RNG but it plays a significant role and it can make or break a match While there is a lot of RNG in the game, you have some control over the decision or action which leads to RNG coming into play (like which ship with unique traits you use, when and into which general direction you are firing/launching, if you use dispersion improving upgrades e.g.). You have absolutley no control over randomized module HP, so - at least to me - that's another league of RNG. 4 Share this post Link to post Share on other sites
[TEAM_] Dampfboot Players 1,367 posts 11,386 battles Report post #18 Posted April 30 And I was wondering why sometimes my torpedo tubes break from just one hit permanently and sometimes not at all even under heavy fire. 1 Share this post Link to post Share on other sites
[TOFTC] Thalandor_gaming Players 79 posts 28,195 battles Report post #19 Posted April 30 what could possibly be the benefit of such a pointless mechanic? I am at a loss for words. 1 Share this post Link to post Share on other sites
[SM0KE] black_falcon120 Beta Tester 1,693 posts 4,658 battles Report post #20 Posted April 30 1 hour ago, Thalandor_gaming said: what could possibly be the benefit of such a pointless mechanic? I am at a loss for words. I legitimately don't see the problem with this. What they don't want, is for a thunderer to blap a cruiser with HE once, and hit ALL of its aa, they want to inject some randomness. I don't quite see the problem especially as aiming is so RNG based, hitting torpedo launchers is not a sure thing. 1 Share this post Link to post Share on other sites
[BYOB] Aragathor Players 7,047 posts 32,270 battles Report post #21 Posted May 2 On 4/30/2023 at 1:05 PM, black_falcon120 said: I legitimately don't see the problem with this. What they don't want, is for a thunderer to blap a cruiser with HE once, and hit ALL of its aa, they want to inject some randomness. I don't quite see the problem especially as aiming is so RNG based, hitting torpedo launchers is not a sure thing. I see only problems with this. Here are a few examples: -You play a torpedo DD, roll low, get hit by HE and permanently lose your launchers. Boom, you're useless to your team when it comes to damage. You can maybe spot, if radar/CV/subs don't gank you first. -You play a secondary ship balanced around having a strong secondary battery. Like Atlantico. You roll low, most of your secondary battery is lost early on. You end up playing a turd sandwich. And this happens to Atlantico a lot. -Your ship has torpedoes as an "extra", other elements of your ship were nerfed to accommodate this (Tirpitz, IJN light cruisers). You lose your launchers, you become worse than pure gunboat-style ships. Having an RNG element applied to modules that were used to balance a ship around, is a brain dead idea of someone who doesn't understand balancing. The one thing, that is being preached at gaming developers who get formal training, is "never punish a player for making a valid choice". WG does the opposite, they punish a player who chooses the "wrong" ship, by rolling the dice on whether he gets a ship that is broken from the start. 6 Share this post Link to post Share on other sites
[WG] YabbaCoe WG Staff, WG Staff, WG Staff 10,676 posts 5,441 battles Report post #22 Posted May 2 Some modules (Torpedo tubes, AA mounts, Secondary battery, sonar) do have a randomization of HP in a certain range. Basically they have a fixed value of HP plus or minus some random value in a certain range. This randomization is included in order for all such modules not to be destroyed simultaneously in a particular part of the ship. If there was no randomness in HP, constant firing in a certain part of the ship at first wouldn't have destroyed anything here, but then at a certain point all AA mounts/secondary mounts/torpedo tubes would be destroyed simultaneously, which would have looked weird. Imagine having both of your torp tubes in the middle of the ship and suddenly loosing them both. So randomization was added to make the module destruction more steady and prevent simultaneous destruction. 3 10 16 1 Share this post Link to post Share on other sites
[AMOC] NewHorizons_1 [AMOC] Players 3,860 posts 46,862 battles Report post #23 Posted May 2 5 minutes ago, YabbaCoe said: Basically they have a fixed value of HP plus or minus some random value in a certain range. So how much is the random component? 5% or 50% 6 minutes ago, YabbaCoe said: This randomization is included in order for all such modules not to be destroyed simultaneously in a particular part of the ship. Why not apply the RNG to the damage the shell inflicts on a module with a fixed amount of health? Which would be more realistic. 10 Share this post Link to post Share on other sites
[BATES] ItsEyeJasper Players 559 posts 14,374 battles Report post #24 Posted May 2 5 minutes ago, YabbaCoe said: So randomization was added to make the module destruction more steady and prevent simultaneous destruction. Surly it would have been better to hard code the damage to apply to 1 module at a time based on where the damage occurs. As i understand it that shells have a splash radius there for you can randomise the selection of the module. This makes it easier to understand the mechanics and limits the rng. 7 Share this post Link to post Share on other sites
[BYOB] Aragathor Players 7,047 posts 32,270 battles Report post #25 Posted May 2 20 minutes ago, YabbaCoe said: This randomization is included in order for all such modules not to be destroyed simultaneously in a particular part of the ship. The implementation of the mechanic creates the opposite effect. By introducing a random roll, a player can go into battle with low HP modules that will easily break, if he's unlucky all of his critical modules will have low HP. 20 minutes ago, YabbaCoe said: If there was no randomness in HP, constant firing in a certain part of the ship at first wouldn't have destroyed anything here, but then at a certain point all AA mounts/secondary mounts/torpedo tubes would be destroyed simultaneously, which would have looked weird. So instead of making HP a set value and adding in a saving throw mechanic, a player can go into a battle with a torpedo tube having 300 and a second one having 1000. Then the next battle a launcher will have 2500 and the other 1200. And those numbers aren't pulled out of nowhere, as Painezor's test is linked in the reddit thread and shows exactly that. 20 minutes ago, YabbaCoe said: Imagine having both of your torp tubes in the middle of the ship and suddenly loosing them both Which happens often enough thanks to this RNG mechanic, if you get a low roll. Imagine playing Atlantico and one side of your ships loses all but one secondary turrets to DD HE, happens all the time to me. 20 minutes ago, YabbaCoe said: So randomization was added to make the module destruction more steady and prevent simultaneous destruction. Task failed, like everything WG does. And here's an idea no one at WG thought of: Remove permanent module destruction. No more permanent gun/torpedo/secondary/aa loss. Instead you get a timer for module repair. 12 Share this post Link to post Share on other sites