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Lenticulas

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Posts posted by Lenticulas


  1. 19 minutes ago, di_duncan said:

    IIRC SS has confirmed the Stalker crate will supersede the Far East crate, and existing progress on the Far East crate will be reset after players complete the Stalker crate.

    Just to be absolutely clear on this, did he say... Reset as in:

    "set back to where it was before, so you don't lose anything"

    Or

    "set back to zero and your previous progress deleted"


  2. it's ok to get some low level commander u to a specific skill in their tree, but as they get much higher, you'd use huge amounts to advance one, much better at this point to do vehicles:

    5 hours ago, dfnce said:

    then use each of them for harvesting daily x2 bonus to progress commanders

    lieutenant to 1st lieutenant (rank 10-11?) is about 2 mil ... well i suppose if you wanted to free XP a T9 vehicle, that's 1.5 mil - and you do get to use your commanders all the time.

    I'm thinking that if you get into a situation like I did, where i had one commander waiting to be 15th, one waiting to be 14th, all the way down to: "I need to get some random commander I don't like to 11th" so they can all go up. Maybe it's worth it then,

     


  3. OS: Windows 10 Enterprise, version 1809, 64 bit

    Game Version:  (10/09/2020) - well the one before that, the game just updates this second - Screenshot from 03/09/2020

    Brief Description: Tracks get shot off & repair, model keeps 'dead' tracks (noticed in PvE)


    Steps to Reproduce:
    Get tracked vehicle, play PvE until you get your tracks shot off. Screenshot from K1A1, although I've seen it before on other vehicles.

    Result:
    The tracks repair, and the tanks moves as normal, but sometimes the 'tracks shot off' model of the tracks, remains on the tank as you are driving about. Next respawn it's fine.

    Expected Behavior: The tracks model updates when tracks are repaired, in game.

    Fixes/Workarounds: None.

    Other Notes:

    Only seen it on PvE, although I'm usually too busy to notice on Glops

    tracks-shot-off2.jpg.1cea5430d9b0551144a4310b29241f08.jpg

     


  4. 6 hours ago, Komitadjie said:

    Personally, I'd suggest that the only reason she is so currently meta is because she's the only thing *like* that.

    100% agree

    6 hours ago, Komitadjie said:

      I don't think it's as much Ophelia being overpowered

    I have to disagree, sorry. It's her uniqueness, and her OPness that ruins everything

    6 hours ago, Komitadjie said:

    .. If you added *more* unique and interesting commander-specific capabilities...

    I believe this might be the workaround that @Silentstalker
    mentioned somewhere. I worry that there will be some sort of "OPhelia-lite" commander that is available, for gold, for example, meaning this particular power is no longer technically "pay to win" since you can get it somehow, through another commander. If this is the case, it will do nothing but mean everyone will use one or the other.

    If they introduce more commanders with just as crazy powers, what are the chances that these powers will also be unbalance-able, and mode ruining, considering the mess made by introducing OPhelia? They'd have to be sooooo careful the new commanders aren't going to make the others not worth playing, by comparison as well... And most importantly, check every new power, paired with every possible tank, paired with every possible mode, and MAKE SURE the OPhelia mess isn't repeated.

    And to be honest, since the whole recent update thing has been about reducing power creep, introducing a new wave of Commander-power-creep...  :-(

    The real cure for OPhelia, is make her power once per match, and you'd have to activate it. Fixed. Done. It's not really hard to figure this out, or to code it.

    • Upvote 1

  5. On 9/4/2020 at 7:00 AM, Komitadjie said:

    I would particularly emphasize this with buffs that *change* how vehicles are played.  Most commanders offer small bonuses to stats.  They improve a vehicle, but really don't make any significant difference in play style.  A stealth vehicle becomes a very slightly better stealth vehicle, a MBT becomes a slightly better MBT, etc.  No actual change.  Ophelia is unique because she can actually change HOW a vehicle can be played.  You can be FAR more aggressive than you could otherwise.  It would be neat, I think, to have the other commanders reworked to offer interesting, unique, and game-changing mechanics as well.  Say, give one a cannon overload that gives you one supercharged shot every minute or two.  Or let one call in an off-screen artillery strike at the point of aim once every so often.  How about a repair burst ability that heals you, or your target for a set amount?  Stuff like that.  Things that *change* the gameplay, instead of just tweaking stats a little bit.

    So, I think we have learned: don't do that. Ie OPhelia

    If you are thinking of introducing some completely "thinking out of the box", game-ruining feature, why the hell would you do that, devs?

     Try something that can be balanced, or adjusted, not some all or nothing pay-to-win nonsense

    PS I don't mean you @Komitadjie

     


  6. 23 minutes ago, itzjustrick said:

    ... the glops queue, especially t6 and t7 is way worse than at the start of the BP.

    You got that right. The temporary boost from the BP has now dried up, and it's back to stat padders, seal-clubbing the rest of us, because it's apparently better to have a 1 platoon match, and screw over the whole team who doesn't get the platoon, than make the 3 seal-clubbers wait for a bit longer in the queue.

    This is so totally pissing me off, as the more observant of you might have noticed. [/rant]

     


  7. 1 hour ago, Silentstalker said:

    From the recent PTS poll, the mode preferences are as follows:

    PvE: 75 percent
    PvP: 8 percent
    GLOPS: 17 percent

     

     

    So let me get this completely straight,... . Those numbers seem, a touch confusing at first ...

    Glops: which is a "developmental dead end", receives no love, no new maps, can only be effectively be played from T7 and up, is only liked by some obscure, niche segment of AWs players, and you're not even bothering to try and balance it any more because no-one really gives a shit about it, is despite all of this
    OVER TWICE AS POPULAR AS PVP.


  8. 1 hour ago, Flavio93Zena said:

    Pretty much F all... Sometimes it's a platoon of 3 vs 2 platoons of 3 or 2 platoons of 2 players... Other times it's a platoon vs none (especially in 10vs10 it usually means a landslide). It feels like the matchmaker does try to come up with another platoon on the enemy team but disregards the tanks that are in such groups and considers just the general idea.

    Could i impose on you to have a quick count of the last, 20-30 games or something?

    it's ok if not, it's just me interested in this sort of thing ... :christmass_wub:

    NOTE: I'm not trying to 'prove' anything against you or any skilled players, i got the platoons i got, and you got the platoons you got. It's just data :-)


  9. On 8/24/2020 at 3:27 AM, Crossfader said:

    and handle very well for an armored car.

    Yes it handles like a dream for a wheeled .. thing, decent front armour as well.

    Good? It depends what you want it for. PvE?

    I have one, played it a bit of PvE fun. A has been said, it has dismal alpha, but if you can find a good spot, you can fire the whole match without stopping, you can come top damage.

    It's kind of fun.


  10. 7 hours ago, Flavio93Zena said:

    I guess I'm bending the odds?

    Yes that errrr.... was what I was saying, yes:

    On 8/16/2020 at 1:11 PM, Lenticulas said:

    ... if you add up all these other advantages, you can break through the %limit.

    Of course when you have really skilled players... what do you almost ALWAYS see them driving?
    In a platoon, fighting in a coordinated manner, most with OPhelia. Always driving notedly OP, and/or Premium tanks, and I bet you 1000g, they have voice comms as well.

    As for balancing them, when you have a 3man [A1arM] platoon, all with the other advantages listed, they are 30% of a 10 vs. 10 team... IMHO there isn't ANYTHING that the balancing can do, to cope with that.

    Actually, since you are here, @Flavio93Zena can I ask you a question? Now's my chance to ask a good player !

    When you are platooning, what does the MM try to put on the other team?

    What I mean is, out of those games above, for example, if you are in a 3-platoon, are you always vs. A platoon?  2x2 man Platoons? , 1x3, 3x3? What's the ratio? What happens?


  11. and another thing, while i remember,

    I looked though all my written down games for my main account (492!), found all the Platoon Advantage games (i.e. one team has a platoon, the other does not)

    out of 265 total games where this occurred
    Platoon advantage:
    us: 113
    them: 152

    the chances of getting more platoons on my side than this, if it's a 50/50 chance which side the MM puts them on: 99.02%

     

    from: https://stattrek.com/online-calculator/binomial.aspx

    now i'm off to play Witcher.


  12. before i forget:
    Platoon Advantage before and after 55 .... (i.e. one team has a platoon, the other does not)
    Platoon advantage games 0-55: us 11, them 9, = 50/50 pretty much
    Platoon advantage games 56-95, us 3, them 13 = bend over, and start praying

    Also, I have screenshots of all the games, just in case.

     

    On 8/15/2020 at 12:20 AM, LeoAegisMaximus said:

    were these games played sequentially? or over a similar time period? 

    I played games, basically randomly. A few each day, some Saturday, some Sunday, most 2, or 3 or 4 at a time, on weekday early evenings. I made no effort to play at exact times/days, just in case I ended up running into the same people all the time.

     

    NOTE:
    I wasn't even trying to discover this, at all.
    My original plan was to see if there was a difference between: me playing Rosomak on a clean account vs. me playing Rosomak on my usual account.
    And I wrote the chart out, and looked at it and said "what the fuck??!"

    ---------------------------------------------------------------------------------------

    The weirdest thing was the wins, every 3 games or so, from 55 games on down.
    The losses were 700 points, 400 points, etc, but the wins when I got them, or rather when I was given one were apocalyptic slaughters, 1700+ point sometimes over 2000!

    It's as though something had been arranged, to soften the blow of constant losses, an occasional win had to be ensured. Just so the experience wasn't totally without hope, just to make it look like you "had a chance".

    What I think happened is Mr Anonymous had no stats, by definition, at the start, having never played glops before. Also it would be unfair to punish some guy wou had played 2 games, randomly won them, and now has a 100% win rate. . If you have 1000 games, you'd have a win% that's an effective measure of your skill, and can be used for balancing. So, therefore at some point between 0 and 1000, the system would say you now have "stats".
    I played 10 games of glops on this acc before, so that makes the actual total about 65, for your stats to count?

    ---------------------------------------------------------------------------------------

    On 8/14/2020 at 9:04 PM, TeyKey1 said:

    There are people with very high winrates in GLOPS (70-85%)

    As for players with great win rates, I absolutely know they exist. And I'm not denying that maybe it's pure skill. I also think that a great deal of it, is all the other advantages you can get for yourself. That you listed. The best glops player i've seen had about 60% over 12,000 games.

    There's: Skill. Being in a platoon and fighting in a coordinated manner. Having voice communication. Getting OPhelia. Always driving notedly OP, and/or Premium tanks (that we now know, ALL have premium matchmaking). More on this last option later.

    I believe that even if you don't really have the skill, or just a reasonably decent amount of skill, if you add up all these other advantages, you can break through the %limit.

    Of course when you have really skilled players... what do you almost ALWAYS see them driving?
    In a platoon, fighting in a coordinated manner, most with OPhelia. Always driving notedly OP, and/or Premium tanks, and I bet you 1000g, they have voice comms as well.

    As for balancing them, when you have a 3man [A1arM] platoon, all with the other advantages listed, they are 30% of a 10 vs. 10 team... IMHO there isn't ANYTHING that the balancing can do, to cope with that.

     

    On 8/14/2020 at 9:04 PM, TeyKey1 said:

    I fail to see what benefit such a system would have in general

    Why would they do it?
    In the beginning there was SIMM. There were reasons for having it, and they would apply here.
    Also, my guess is as follows:

    On having a lower limit, i.e. making sure people don't lose too many matches, that helps with player retention. In other words: players that lose all the time, quit. If players can't lose more than certain %, it keeps them interested, it gives them hope.

    On having an upper limit, that's easy.
    It's game monetisation 101. You introduce some sort of unnecessary grind, or handicap, or limit, or annoyance, and at the same time, you offer players the chance to avoid it, by paying.

    All those premiums (that you buy) are pretty OP, IMHO. Ophelia, who you buy, is totally pay to win, I think we can agree. And, oh the irony! isn't the CATTB going on sale soon....

    -----------------------------------------------------------------------------------

    Unfortunately, the logical fallout from this; puts me and my other, real account; in a very difficult position. I'm also permanently stuck up on the Glass Ceiling of 52.5% ...

    My only way out of this now, is to buy my way to a better winrate. Which proves nothing. Me winning more in an op tank, is still just me. My wins are just paid for.
    If I play a brilliant match (for me), and win as a lone player, all it's going to get me, is being forced to eat an quivalent amount of losses, by deliberately being put in unwinnable matches.

    That's a pretty bleak outlook. ... I did not want to know this, and I would much rather NOT think that's how things are.

     

     

    EDIT:

    and one last thing, and i know I'm cherry-picking the ranges a bit, but whatever, just for fun with no statistical rigour whatsoever:

    on the way up, the chances of getting more than 18 losses, in 54 matches is 99%
    on the way down, the chances of getting more than 11 wins, in 39 matches is 99.53% ... (if i've counted it right this time)

    0.01 x 0.0047 = 0.000047, so the odds of those 2 ridiculously unlikely events, happening one after the other, are 1: 21,276


    So, fuck it AW.

    & UNINSTALLED

     


  13. And to add some description to it. 

    Also, no platooning or deliberate sabotage or anything, just trying to win.

    On the way up

    To start off, I just couldn't lose. People seemed to know what to do, proceeded straight to the cap, captured it, move on, etc. Sometime I did well, sometimes I did badly, it made no difference at all.  Loads of platoons on my side only. Everything good 

    60% Winrate - I'm a tanking GOD!

    In short.  Always on the "good team"  

    And then at 55 games, the MM flipped to the exact opposite, as completely, and mechanically as if someone flipped a switch.  

    On the way down

    No one seemed to know what to do, people wandered off to random places, I wondered sometimes if there were really 10 people on my team at all, I actually had to count the dots on the map, they seemed to just not to be there at all. Loss after loss after loss, no way I could have done anything about it.  80% of platoon advantage, ie when only one team has one, was NOW on the red team.

    In short.  Always on the "moron team" 

    back to "normal"

    Then even after switching to the other next Rosomak, the shit continued.  Until my Winrate was slammed down to 52.5% exactly.

    At that point, normal teams, normal games, some good, some bad. The line now moved on exactly as I first thought: a wiggly line, some up, some down, roughly in line with my normal Winrate. 

    Rigged as fuck


  14. What happens when a perfectly new player plays Glops?
    I decided to find out:

    Presenting
    Mr. Anonymous and the Rosomak Experiment.

    I played, 120 Glops games, starting with the T7 Rosomak, and when I ran that out, bought and continued with the Rosomak M1M.
    All games played by me, my skill level is the same from the start, to the end. I personally am not a new Glops player, yet this account is. So improving skill is pretty much removed as a factor.

    All games were played, with a fresh dump character, so I have no MM "stats" to affect the outcome - the game didn't know me.
    This character has only played about 10 games of glops EVER before this experiment, l long time ago.

    At game 74 I finished the normal Rosomak and bought the Rosomak M1M. I upgraded stuff as i went along, I didn't free-Xp any modules, or play any other games but Glops in these 2 vehicles.

    I then drew a chart of the wins and losses: up-one, for a win, down-one for a loss, in a wiggly line.
    to see if the losses went up or down over time, stayed the same, changed, whatever, and here it is.


    So the question was: what will happen?
    I imagined I'd start, win a few - lose a few, and the graph would progress in a wiggly line, but broadly in a slope reflecting my normal winrate.


    Really?
    Apparently the "MatchMaker" had something rather different planned ...

     

    rosochart3.thumb.png.fd460316ec5cd0ef7e41c7ff05cc1e6c.png

     

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