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Re: Underlying gameplay mechanics changes

Posted: Fri 13 Apr 2012 16:32
by Tigga
AntiCommie wrote:I dont think I understand this... So what you are saying is moving makes all units shoot the same? As in, M1A1 and T55s all have the same accuracy when moving? The Excellent stabilizor only makes the M1A1 more accurate when not moving?

No, he's saying that all that matters when moving is the stabaliser and veterancy, and not the accuracy. I didn't know this before, but I guess it means that a T-72B has the same accuracy as a T-80 when moving since both have bad stabalises. The T-80s superiour accuracy stat only matters when it stops.

Re: Underlying gameplay mechanics changes

Posted: Sat 14 Apr 2012 07:56
by raw
agree with everything, mazz.

Re: Underlying gameplay mechanics changes

Posted: Sat 14 Apr 2012 08:23
by FLX
No, I say that static accuracy is related to the accuracy value (from 1 to 10) and moving accuracy only dipends of the stabilisator quality (from bad to excellent) both values are not related.


For instance AMX32 has 10 accuracy (55%) and normal stab (19%)
Leopard 1A4 has 5 accuracy (25%) and normal stab (19%)


Now it's confusing because the stabilisator value is not always the same : they are 8 possible moving accuracy with stab (9% 14% 19% 25% 29% 35% 39% 50%) but only 5 stab quality level (bad, normal, good, very good, excellent)
That means that 9% or 14% is bad, 19% or 25% is normal, 29% or 35% is good, 39% is very good and 50% is excellent.

Edit: yep Tigga T72B and T80 have both 14% on the move but T72 has 19% static and T80 29%
I've gathered all these info in a chart : viewtopic.php?f=11&t=4014

Re: Underlying gameplay mechanics changes

Posted: Sat 14 Apr 2012 09:10
by Hegemon
FLX how you manage to get these values? Is there some mode in the game to show hit probability?

Re: Underlying gameplay mechanics changes

Posted: Sat 14 Apr 2012 10:21
by Mazz
I understood the system (athough didn't realize they were completely unrelated in the end), and understand that vet just gives a 7.5% flat increase per level. I also think that's correct way of doing it more or less, although cheap systems gain huge bonuses per points spent right now which might necessitate a sliding scale at some point to balance that out.

BUT, The problem right now is that moving accuracy is determined by stabilizer, giving you the flat values you've pointed out, and THEN any veterancy bonus you have is applied on top of the determined stabilizer value.

All that really needs to be done to fix this is just move the veterancy bonus to before the stabilizer is taken into account. Therefore, your moving accuracy is always determined by the stabilizer values, but your static accuracy is boosted accordingly.

Like I said before, you can be the best gunner in the world, but that doesn't mean that you can hit a damn thing while moving at 50+ km/h over uneven terrain unless the gun platform is stabilized.

I think this points out a problem though that base vehicle accuracy probably needs to play a role in the system more then it currently does, but that could probably be it's own thread and I'll leave that the hell alone.

Re: Underlying gameplay mechanics changes

Posted: Sat 14 Apr 2012 17:04
by Tigga
Hegemon wrote:FLX how you manage to get these values? Is there some mode in the game to show hit probability?

Hit probability is show by the gun stats as a % while you're aiming.