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Found 3 results

  1. Strictly speaking, I can't put any platooned games under my solo challenge thread so here is the collection of the random games where I'm lucky arty doesn't rape me in the first minutes. I swear I won't make anymore boasting topics -.- First one; object 140 is hard to play yo - 1.6k base xp AMX 50B stronk - 7k dmg Older one that I posted somewhere, can't remember...
  2. I'm just about done with this box. I've fallen into an awful slump with my Jagdtiger with these potato teams lately. It just seems like the tank cannot do anything when alone/with teammates that go full-on battle royale/every-man-for-himself-mode, and the AMX40 / IS-7 Syndrome it suffers from is so bad it may as well be as fast as a T95 with a higher top speed (and without dat trololol armor). I found this thing's performace is influenced on how well/badly the team does, somewhat like arty: Note: (If you do bother reading through this, please do note that while it gives insights on how i play, it may also be full of my typical whine-y whine whine tone that tends to get to me whenever anything German is mentioned together with WoT.) Playstyles tried, based on advice from older topics on the WoT forum: *Warning, wall of text* Unless i get very interesting/new/fresh tips on the Jagdtiger, this thing is doomed to collect dust in the garage (and eventually sold for credits/slot later if i ever scrap together enough willpower to grind a new line). ... Sorry if this sounded like a rant, but I'm really struggling in my attempts to make this machine work. It has a good-ish gun on a chassis that is the direct anti-thesis of the ideal tank in my mind. If you find me hopeless for this tank, are there any other tanks out there that are at least as mobile as an M4 Sherman, but with a gun that is halfway decent (at the very least equal to good mediums/decent heavy tanks in the same tier). TL;DR: HALP, how2jagdtiger?!1?111
  3. Original EU thread: http://forum.worldoftanks.eu/index.php?/topic/297060-platypusbills-comprehensive-explanation-threads-pt-iii-random-number-generator/#top From here onwards referred to by the common abbreviation “RNG”, it essentially acts as a virtual dice. Now, as far as I know, RNG technically isn’t random, as it’s based on an algorithm of some sort- however, the output is dependent on a input value, i.e. the current time. Since no one can really time RNG-dependent events (shots- accuracy/penetration/damage rolls, hits to modules/fires, and ammo type swaps in conjunction with the Intuition perk) intentionally to give a specific RNG roll, it acts as random in practice. A key thing to understand about RNG is that introducing luck-based elements inherently devalues skill: it takes things beyond the player’s control. It benefits bad players more because a good player would generally win under fair circumstances, while bad players have a better chance of winning if RNG favours them. (Hopefully sound) mathematical explanation in the spoiler. >Accuracy Obviously, if a gun hits a certain spot every single time, it is by definition perfectly accurate, which is unachievable. Seemingly insignificant differences like temperature, the exact shape of the projectile (with ammo never being 100% identical) and such can affect a shell’s trajectory, not to mention things like wind or the margin of error left by the gunner and the gun’s sights. So, there inevitably has to be some form of RNG to accuracy. However, I am not sure how the shell distribution tends to end up as in real life. >>Gameplay >Penetration I’m not a historian and qualified to really give any numbers, but here’s what I know- gun muzzle velocity was pretty much the same (something like +/- 1%) for most shells, but there were inconsistencies in terms of quality, which would cause some shells to break too easily, for instance. This only justifies rolling below average, of course, but rolling above average could be explained not by some shells ending up significantly better, but production flaws in some armour plates. However, this generally led to spalling and shattering as opposed to just unexpected penetrations, and in any event, I consider the current penetration RNG detrimental to fun in the game. >>Gameplay >Damage >Critical Hits Regardless, I’m skeptical about WG reducing the randomness of the game, at least the +/- 25% penetration randomization has been repeatedly stated as being final.
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