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MaxL_1023

Mathematics Contributor
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Posts posted by MaxL_1023

  1. 14 hours ago, Crossfader said:

    can we all agree that the Prinz Eugen is fucking terrible... tried playing it twice tonight, fucking stupid idea, i dont know why that ship + Hipper are still in the game as is, god awful

    I got citadel'd by a Pensacola, and i was so angel'd that only my front guns could fire... like why even bother, NO armor, NO DPM, terrible turret layout and bad concealment.

    Edit: watched replay, got screenshots... amazing bullshit, even the Pensacola player could not believe it and he had an Alpha flag, so its not some potato steam player

     

    At range the Pensacola has enough of a drop angle to likely penetrate your upper belt and then the Citadel deck - its 203mm AP has impressively high pen despite the high arc and low velocity. Against AP your best bet is a ricochet, and you were not angled heavily enough for those shots to exceed the critical angle with American AP - it can bite at a little steeper of an angle than most. 

    I can't think of a Tier 8 Cruiser which has enough armor to stop that 203mm AP without reaching autobounce angle.

    It is also possible that the Pensacola got an underwater citadel pen, if your ship has thin armor under the main belt it can penetrate below the waterline. 

    Basically, your best bet is pure bow tanking if you can't joke volleys - angle more than ~20-25 degrees (you seemed to be giving him a little more than 30 considering your hull shape and the impact location) and you will take AP penetrations. 

  2. Holy crap guys:

    1. By default, a forced 3-5-7 system will make top-tier platoons less likely. In a 3-man platoon (tier 8 for example) the following is true:

    There is one combination which gives you top tier (3 of you, 5, 7)

    There are 5 choose 3 (10) combinations of positioning where you end up as middle tier

    There are 7 choose 3 (35) combinations where you end up as bottom tier!

    By grouping 3 tanks of the same tier, you are either forcing the creation of a match which is basically just for you, or getting shoved into a match where you are not top tier. 

    I am not sure how rigid 3-5-7 is (being retired at all) but a fundamental mathematical property of fixed matchmaking is to reduce the ability to form top-tier groupings. 3-man unicum platoons were probably bad for the game as a whole anyways - people playing against you get stomped most of the time, and the people on your team barely get a chance to do anything. Forcing these guys down the list gives average players a chance more often, while not affecting solo players at all. It is specifically a nerf against super-platoons, which I admit we used to run regularly often using a broken FOTM mechanic (3x M4 derp anyone?) which reduced the overall quality of gameplay. 

    2. Confirmation Bias up the Wazoo. You notice when you leave a tank at 1hp or bounce due to a low pen roll, but unless you are bad enough to shoot at something you shouldn't be penetrating anyways the favorable effects of RNG will not even be noticed. Unicums will almost never hit a piece of armor they have a less than 50% chance of penetrating - they will aim somewhere else. HIgh rolls are overkill and not noticed - low rolls are. 

    The mere fact that better players are actually aiming makes any RNG a hindrance since it can only make you miss where you wanted to aim - positive RNG only works for badly aimed shots by definition. 

    3. WG does not have to manipulate anything on the back end to cause these effects. They are fundamental properties of the known game engine which need no additional explanation. If there was beneficial RNG changes for bad (or good) players, they would not be that hard to identify in any sort of controlled testing. Since they have not been proven after years and millions of games, the most likely result is the null hypothesis, or "working as intended."

    Basically, this is WOTLABS, not INFOWOT. Conspiracy theories need to go back to reddit where they belong. 

     

  3. Flamu had a good video on IFHE - it turns out you want a gun caliber between ~150 and 195mm to make it worthwhile. Anything under 150mm won't penetrate 32mm with IFHE, and anything over 195mm will pen 32mm decks anyways but never get to 50mm, which is the next common armor group. If you are low to mid tier, you want to be able to pen 25mm, so guns under 155mm will need it unless you are below 120mm, where you are basically shit out of luck. 

    Some cruisers have even thinner armor that that - check what you usually run into. I think the armor groups are less homogeneous below tier 5 or 6, so you can run into anything. I would probably pick something else unless I need it to pen BB decks and Cruiser plating, as you want to damage both during torpedo cooldowns or when smoke-spamming. 

     

    I have only made it to the Clemson (which has 102mm) - IFHE is useless on that except for the few 19mm plates floating around, but since you are more worried about other DDs when gunboating you are better off with other skills. I think most US DDs are at or under 120mm the whole way up, so IFHE is not likely to help much. Get concealment expert then either AA, Torp or Gunnery skills depending on your chosen build. 

  4. Ignore XVM - you will tend to (and obviously have been) giving away more of your personal tactical advantage than gaining. Trying to focus down a skilled player will rarely work - they will expect it, will not give you anything decent to shoot at or will just head somewhere else if you do manage to tilt the area in your favor. The tactics which beat skilled players will beat everybody - map control, vision control, early-game area denial and effective force concentration are very difficult to counter. In some cases, you will be at a vehicle, team, map or skill disadvantage which will lead you to lose by failing to accomplish these objectives. However, if you give these up willingly to try and play "whak'a'purple" you are going to be in for even worse of a steamroll. 

    I always assumed that I had a skill edge over anyone on the enemy team, and tried my best to dictate the battle in the way my vehicle and the map/team composition suggested was optimal. Sometimes it wouldn't work - somebody besides you has to be doing something with their tank. There were a few map/tank/team combinations (especially in a 3 man platoon) where you could basically do it all yourself, but most of those have either been patched out by well-deserved nerfs (M4 derp anyone?) or are rare enough to not affect statistics. 

    TL:DR, uninstall XVM, play better as a result - It worked for me. 

    Note I am retired from tanking (playing WOWS), so if I am dating myself then laugh at the old man yelling at a cloud. 

  5. I think the current WTR is using raw win rate in a ship, so by default divisioning can pad it while all other stats seem equal. However, besides this everything is per-ship so role changes won't be a big issue. Things like tanking damage, capture/defense and spotting damage should really be included as well, but they are not at the moment. 

    The WTR system can be improved, but it is the best I have found out there as a currently existing stat metric. 

  6. Have you tried to correlate your win rate fluctuations (and potentially DPG and XPG using a finer scale) to a weekly or diurnal cycle? Theoretically, both of these factors will influence the playerbase and therefore the relationship between individual statistics and win rate. The playerbase may not necessarily be worse at any point, but it would not take a huge shift in metagame or population to have the slight effects you are observing. 

    I would personally do a frequency domain decomposition of your moving-average (say 1000 game) win rate, checking if any statistically significant periodicity does exist. It is quite possible that random chance is sufficient to explain everything. 

    You could also just get fatigued and play worse (or more farmer-like) then usual once a week or so, I distinctly remember having days when I played like a shitlord and other days where I would make Kewei complain that I was stealing his damage. 

    Stick with it and it will even out over time - you are well above average already, with nothing to be ashamed of. 

  7. You can pad any metric in existence - through long experience I know that your own personal evaluation of your play is more important than any number you can come up with. Are you happy with your skill progression within WoWS, WoT or anything else? Answer that based on your own experience and it's "smooth sailing/steaming ( and maybe even streaming if that's your thing!)

  8. 22 hours ago, BiggieD61 said:

    MaxL_1023 had the shortest learning curve of anyone I have ever seen pick up this game.  I was in a div with him in a tier 6 match about a week after he started and watched him rack up 7 kills in a Fuso for a mega carry.  Plus he is a really cool guy to boot, definitely not a rage-a-holic.  I look forward to seeing you in-game when you get back from the IEEE conference!

    I'll be back tomorrow to sink ships and take names, or at least get a few pens before being detonated by a torpedo.

    To be fair, my learning curve is shorter than most due to my 35k games in tanks. I'm nowhere near my stats in WoT yet. I always did manage to pull off carries once in awhile even before I knew what I was doing - my style leads to high risk but high reward, gradually exhibiting a higher success frequency as I got more experience. It's much harder to be a positive influence consistently than to luck into a 3k base game.

  9. I am not sure how accurate the WTR system is, but it does appear to do some normalization based on ship and tier.

    It has me as a low level smurf, which seems about right. I tend to either play purple or red depending on if I overextend/get torped, often due to being new to the maps.

    It is not complete BS,  but likely worse than WN8 for tanks. Capping and defence will be heavily ship based.

  10. If they somehow extract solo from platooned win rate they could use it, otherwise it is a mess (as usual). 

    Blocked damage was important back in my day - every shot you deflect could have been taken at a teammate with less armor or HP. Also, when enemy tanks can't penetrate you they will often either ignore you (allowing you to take a better position if one is available) or expose themselves trying to find a better shot. You can only do so much from the second line.

    Some of the most success I can remember from the old days was playing a brick (E-100, 4502B, NOT a Maus as its too slow) while platoonmates were driving either glass cannons or medium tanks - they would wreck everything while half the enemy team was focusing on me. 10K blocked damage was not unusual, and that is a LOT of firepower which was negated. 

    However, WG promoting XVM is yet another reason to not bother with playing - all it does is degrade gameplay.

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