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CenturionPuch

The single biggest problem with this game.

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Beta Tester
20 posts
2,118 battles

RNG

This favorite of wg that ruins every one of their games.

Right now playing BBs it feels like wg decides what happens and my input matters little.

Shooting long range is an absolute lottery. I'm talking about those perfectly aimed salvos that envelope the enemy ship but none hit. 

Than you spend the next two minutes watching the same thing happen over and over with blood pressure rising. 

Than a poorly aimed salvo, and that one shell that didn't blow into the hillside pens the citadel.

It just doesn't feel like I am playing it.

 

 

 

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Alpha Tester
19,378 posts
6,105 battles

Well that is one of the bigger reasons I play DD and CA/CL and not really anything else. I feel more in control, the shell patterns are tighter.

 

But, if you gave BB the same dispersion as CA they would be totally broken/overpowered. So, either deal with the bigger influence of RNGezus/dispersion ( which btw still allows BB's to be second in damage after carriers ) or play other classes. Not that torp's aren't a big RNGezus/gamble, a single course change will mess up your perfect broadside spread, but the guns on DD's / CA/CL's do make me feel more in control.

 

Again, I don't like playing battleships at the moment but there is nothing inherently wrong with them either. It's just personal preference, and I'm pretty sure I will someday have H41 in my port ( or Montana/Yamato ).

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Beta Tester
20 posts
2,118 battles

Well that is one of the bigger reasons I play DD and CA/CL and not really anything else. I feel more in control, the shell patterns are tighter.

 

But, if you gave BB the same dispersion as CA they would be totally broken/overpowered. So, either deal with the bigger influence of RNGezus/dispersion ( which btw still allows BB's to be second in damage after carriers ) or play other classes. Not that torp's aren't a big RNGezus/gamble, a single course change will mess up your perfect broadside spread, but the guns on DD's / CA/CL's do make me feel more in control.

 

Again, I don't like playing battleships at the moment but there is nothing inherently wrong with them either. It's just personal preference, and I'm pretty sure I will someday have H41 in my port ( or Montana/Yamato ).

 

There's no RNG in torps. If your target turns it's not controlled by the server.

BBs would work fine with less RNG. A shot that flies for 14 sec is hard enough to aim well, and it's easy to counter, especially with the skill so cheap to show incoming.

But this RNG ruins even close range shots, and the secondary battery is just an orgy of RNG.  

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Beta Tester
20 posts

There have been many topics on this subject and I guess given the frustration on seeing ones shots straddle the target there will be many more. I wouldn't worry too much about BB hit rates, if researching this exact topic is anything to go by, then the RNG for BB hit rates in game is pretty good. Looking on the net it would appear, dependant on gunnery systems etc, the hit rates for WWII vessels was anywhere between 10% and 26% with BB's being anywhere between 5%-10%.  It would appear then on this rationale that WG have got it just about right. If you get too frustrated, like some replies state above, leave BB's for a few games and play another class, then come back again. Thats what I do.

 

Have fun, be good and enjoy 8-)

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Beta Tester
4,249 posts
848 battles

There's no RNG in torps. 

 

It's not true; torpedoes only rarely inflict their maximum damage, the actual damage between 50% and 100% of said value. So, RNG plays a part in torpedoes, too.

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Alpha Tester
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There's no RNG in torps. If your target turns it's not controlled by the server.

BBs would work fine with less RNG. A shot that flies for 14 sec is hard enough to aim well, and it's easy to counter, especially with the skill so cheap to show incoming.

But this RNG ruins even close range shots, and the secondary battery is just an orgy of RNG.  

 

So there is no RNG in the damage roll of a torpedo ;)

 

BB's which would be more accurate would get to high average damages, like I said with current dispersion they already have the highest damage next to carriers so it's hard to argue for a buff in accuracy.

 

Close range dispersion has just been given a big buff, and secondaries are meant to be as they are. More accurate secondaries would make DD's even worse than they are now, they were more accurate in the past and they been rebalanced because they were broken. Coming into secondary range with USN DD's is mandatory in many cases to launch torpedo's, there is no way this by design should be a 100% suicide run, think about it.

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Weekend Tester
109 posts
836 battles

I can not agree with that RNG might be a trouble but to me HE insane damage and devastating fire are the trouble....  BBs are always burning to death...

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Alpha Tester
19,378 posts
6,105 battles

I can not agree with that RNG might be a trouble but to me HE insane damage and devastating fire are the trouble....  BBs are always burning to death...

 

And yet BB's have second highest damage after carriers, even with all the 'imbalanced fire damage' mentions in posts and threads. 

 

If you want HE fire damage lowered, are you prepared for CA's to have an AP buff so they will do considerable damage to your superstructure head on or angled?

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Beta Tester
256 posts
8,596 battles

Shooting long range is an absolute lottery

 

And that's why I don't stay at long range. Moving your ship isn't server side, there is no RNG in it.

Shooting at range is inefficient, plain and simple. So take the hits you land at range as an extra, and position yourself right. Which usually means closer.

 

It's a risk-reward thing... the key is to know when to take those risks, how to manage them, and to not take them alone and isolated, so that you can face those risks with allies.

Then, the reward comes in, as with less dispersion, your shells obviously become more reliable.

 

As it is, BBs are already consistently the 2nd most damaging class, not far behind CVs. And that's because they do massive damage here and there, if played right more often than not, but the shell dispersion mitigates it.

You can't take away this mitigation obviously.

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Weekend Tester
109 posts
836 battles

 

And yet BB's have second highest damage after carriers, even with all the 'imbalanced fire damage' mentions in posts and threads. 

 

If you want HE fire damage lowered, are you prepared for CA's to have an AP buff so they will do considerable damage to your superstructure head on or angled?

 

It's not the HE damage itself I want lowered but the Fire damage/fire chance.  A two icon fire on a BB can burn 3/4 of ger life in 15 seconds...  It's just awful to see you life going away by 2K-4K every seconds.... for fire that can last up to 30 secs.  You can say you can use Damage team to set them off yeah then you have 90 sec delays to wait for another DT available while you wil be set alight 5 secs later and be simply defenseless against that killing Damage over time and its killing quick far quicker than a BB can reload her guns...

 

If I had to list my death from my first battle during closed Beta I would say that   Fire is by first and far the reason of half my death (50%).  Then would come torpedoes (30%) and only shelling (20%)

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Players
171 posts
1,317 battles

RNG

This favorite of wg that ruins every one of their games.

Right now playing BBs it feels like wg decides what happens and my input matters little.

Shooting long range is an absolute lottery. I'm talking about those perfectly aimed salvos that envelope the enemy ship but none hit. 

Than you spend the next two minutes watching the same thing happen over and over with blood pressure rising. 

Than a poorly aimed salvo, and that one shell that didn't blow into the hillside pens the citadel.

It just doesn't feel like I am playing it.

 

 

 

 

I know how you feel. I hate RNG too.

But the reason there's RNG in this game is so that WG can get as many players they can to play the game. If the game where skill-based, players would leave the game due to lack of skills when the competition gets too hard. With RNG even 2years old can play and score..

Edited by _Zeromancer_

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Alpha Tester
3,692 posts
5,959 battles

Actually hit rates in real life were less than 5%. I've just read a book about the Java Sea battles. In one engagement two Japanese Cruisers fired over 1,500 shells for two hits. I really don't think BB players can expect to shoot from longe range and consistently score hits. I've not played many BB battles since OBT and have only got to the New York, but that is deadly against any CA showing its broadside. Since the CV nerf in 0.4.1 there are a hell of a lot of BBs in the queue and the class now dominate this game. So an accuracy buff is the last thing needed. 

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Supertest Coordinator
6,337 posts
4,395 battles

I don't think fire is that fast?

 

Anyway RNG is actually the beauty of the game. What I find people forget is the RNG which screws you over is also the RNG which allows for devastating citadels. Without RNG the game would have to have citadels removed because they would be too powerful - and the game would become an extremely dull arcade shooter.

 

The way to play is to manage RNG and mitigate the "luck" by doing everything you can to maximise yours and minimise your opponents.

 

Of course as a Wargamer (miniature Wargamer) I know all about dice rolling, probably it etc do RNG has never upset me.

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Alpha Tester
3,692 posts
5,959 battles

 

It's not the HE damage itself I want lowered but the Fire damage/fire chance.  A two icon fire on a BB can burn 3/4 of ger life in 15 seconds...  It's just awful to see you life going away by 2K-4K every seconds.... for fire that can last up to 30 secs.  You can say you can use Damage team to set them off yeah then you have 90 sec delays to wait for another DT available while you wil be set alight 5 secs later and be simply defenseless against that killing Damage over time and its killing quick far quicker than a BB can reload her guns...

Try getting fires on a Cruser which does not have a magic repair button which restores your HP. 

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Weekend Tester
109 posts
836 battles

Try getting fires on a Cruser which does not have a magic repair button which restores your HP. 

 

I would trade that magic button for  the cruiser Aa boost anyday.   Repair team are just unreliable...  it's not fixed % of your total hp just random and most just crap...  Last battle I took a 18K salvo and decided to launch repair... repaired 2K... 

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Alpha Tester
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I would trade that magic button for  the cruiser Aa boost anyday.   Repair team are just unreliable...  it's not fixed % of your total hp just random and most just crap...  Last battle I took a 18K salvo and decided to launch repair... repaired 2K... 

That is because it repairs light damage. It obviously restores a lot more HP if the damage is caused by fires, which is what you posted about !

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Alpha Tester
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I would trade that magic button for  the cruiser Aa boost anyday.   Repair team are just unreliable...  it's not fixed % of your total hp just random and most just crap...  Last battle I took a 18K salvo and decided to launch repair... repaired 2K... 

 

Don't try to repair heavy damage then, you've been playing longer than me, you must have some indication on what sound heavy damage makes compared to light/medium damage. Ofc I won't deny the UI could be clearer in indicating how much hp would be repairable by triggering the repair!

 

 

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Alpha Tester
34 posts
3,405 battles

 

I would trade that magic button for  the cruiser Aa boost anyday.   Repair team are just unreliable...  it's not fixed % of your total hp just random and most just crap...  Last battle I took a 18K salvo and decided to launch repair... repaired 2K... 

 

For me that repair button is essential, I really like to play more aggressive with my battleship, so that the enemy team shoots at me instead of the cruisers, simply because I can repair the damage.

Try playing games without the repair button... you will miss it dearly.

Edited by Riithi

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Beta Tester
256 posts
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It's not the HE damage itself I want lowered but the Fire damage/fire chance.  A two icon fire on a BB can burn 3/4 of ger life in 15 seconds...  It's just awful to see you life going away by 2K-4K every seconds.... for fire that can last up to 30 secs.  You can say you can use Damage team to set them off yeah then you have 90 sec delays to wait for another DT available while you wil be set alight 5 secs later and be simply defenseless against that killing Damage over time and its killing quick far quicker than a BB can reload her guns...

 

I think you're still at a tier where HE damage is dominating, but as you tier up it changes. I also think you're exaggerating it a lot, as it doesn't take away that much health, or 3/4 of your life in 15 secs.

Fire damage is proportional to your health, so it will take away the same % of your health on a Montana, or on a Wyomming. And it clearly doesn't take 3/4 of my health.

 

BBs have the best ability to mitigate fire damage, it technically can repair 100% of it. Manage your Damage Control and Repair Crew right, pick the right skill. It's really fine... as you tier up, you'll see that it's better to take overtime damage from a fire (of which you can repair 100%), than big AP salvoes for 15-20K damage (of which you can repair between 10-50%).

The HE rain of tiers 4-5-6 is definitely a good way to teach early BB players to manage fire damage.

 

 

I would trade that magic button for  the cruiser Aa boost anyday.   Repair team are just unreliable...  it's not fixed % of your total hp just random and most just crap...  Last battle I took a 18K salvo and decided to launch repair... repaired 2K... 

Edit: You're missing how this repair system works then. Depending on the damage type you take, it repairs various amounts. I don't remember the exact details, so don't take this for exact values, but the rough idea is:

it repairs 100% of fires, and like 90% of light damage like HE most shells and some small caliber AP hits.

it will repair like 50% of moderate damage, like AP penetrating damage but non-critical

it repairs something like 10-20% on critical damage or torp hits

And i think it won't repair anything on citadel hits.

 

So basically it's up to you to keep track of what damage you're taking, in order to use the ability at the right time, ideally mostly for fires and light damage, making the most of it.

 

 

I know how you feel. I hate RNG too.

But the reason there's RNG in this game is so that WG can get as many players they can to play the game. If the game where skill-based, players would leave the game due to lack of skills when the competition gets too hard. With RNG even 2years old can play and score..

 

Yes, RNG does level the playing field a tiny bit, but really not that much. The vast majority of the time, the better player will prevail.

It's also there because artillery guns weren't lasers, quite simply. They do miss. And the further away, the more they miss.

 

Without it, BB players would consistently be at 600K damage. Not an option. Battleships already are a dominating class...

Edited by Elendor

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Supertest Coordinator
6,337 posts
4,395 battles

Just aim well and expect your shots to miss. Then you'll never be disappointed. :)

 

RNG works on the receiving end too, when you manage to escape death in a cruiser...

 

I really think this game would be seriously bad without RNG

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Weekend Tester
109 posts
836 battles

I would have no complain on repair team if it was really doing as said... a Fixed % of your ship total hp repaired during those 30 secs but there seems to be invisible limits that might let them repair  the said amount or just nothing...  Sometimes it even refuse to activate for no sake reason...   That's still a needed skill for BB because unlike CA/DD they can't avoid shell by  zigzaging.   During beta I have played alot the CA lines and I never have felt the 'Damn I want the BB repair skill.'  By avoiding sailing straight in line I could quite efficienctly dodge the incoming shell or torpedoes.   But back to OT RNG is maybe a trouble but Fire damage is a bigger one in my opinion.

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Supertester
3,404 posts
35,711 battles

RNG

This favorite of wg that ruins every one of their games.

Right now playing BBs it feels like wg decides what happens and my input matters little.

Shooting long range is an absolute lottery. I'm talking about those perfectly aimed salvos that envelope the enemy ship but none hit. 

Than you spend the next two minutes watching the same thing happen over and over with blood pressure rising. 

Than a poorly aimed salvo, and that one shell that didn't blow into the hillside pens the citadel.

It just doesn't feel like I am playing it.

 

You will only have to ask friends that were on TS with me last night what I was thinking about the RNG salvos I was firing at the enemy, only to watch the shells rain down like hopeless confetti in the wind. But, you have to live with it and accept it as it is the same for everyone. The upside is actually getting one of those 'special' shots in the wreaks havoc on your enemy so, yes, I will live with it!

 

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Beta Tester
256 posts
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I would have no complain on repair team if it was really doing as said... a Fixed % of your ship total hp repaired during those 30 secs but there seems to be invisible limits that might let them repair  the said amount or just nothing...  Sometimes it even refuse to activate for no sake reason...   That's still a needed skill for BB because unlike CA/DD they can't avoid shell by  zigzaging.   During beta I have played alot the CA lines and I never have felt the 'Damn I want the BB repair skill.'  By avoiding sailing straight in line I could quite efficienctly dodge the incoming shell or torpedoes.   But back to OT RNG is maybe a trouble but Fire damage is a bigger one in my opinion.

 

The amount indicated on the tooltip is the maximum amount of repairable damage. But the amount of repairable damage varies according to the incoming damage type.

Check my reply just above where I try to give a rough idea of how it works.

 

So basically if it doesn't activate, you simply don't have any repairable damage. Either you already repaired all that could be repaired with your previous repairs, or you took very heavy hits, like citadels, that can't be repaired at all.

Of course it would be more simple of the UI would just indicate the amount of "repairable" damage on your hp bar, maybe in grey, or another color than just "lost hp". Then you would know when to activate it. But for now, you basically have to roughly keep track of what damage you're taking. It's really easy when you get the hang of it.

 

For me I really don't consider RNG or Fires to be too much of an issue, and I play BBs a lot.

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