The Problem
Here is my proposed solution to reduce RNG
1st is a return of one of the wargame vet systems.... a flat out 16% (multiplicative) veteran accuracy bonus per star of veterancy... this means 50% accuracy becomes 58% accuracy at vet 1... 66% at vet 2 so on...... this reduces the impact of accuracy in veterancy... which ingame can translate to as much as 31%!! (72-41) accuracy bonus
2nd is a general increase in the accuracy of all unvetted guns ingame... currently the accuracy is both unrealistic and bad for gameplay as stated above... the new value is debatable however i shall base this on the accuracy of one of the main battle tanks in use in wargame... the T-72A... without veterancy the chance to hit for a tank say the sherman 75 with 5 acc should be 50% at maximum range.... this coincides at least with the T-72A in wargame which like the sherman 75 is a medium firesupport vehicle with higher HE and armor but lower accuracy and AP to its counterpart the leopard 1a4/ panzer 4...
now of course i agree the price is a little out of proprtion compared to wargame but both the panzer 4 and the sherman 75 should most likely recieve price buffs
(stadiametric rangefinding still gives good enough range readings and rates 80% acc at 1000m for guns such as the kwk 43 42 and the kwk 40 but thats too accurate for gameplay if applied to all guns)
3rd is a reduction on the penetration RNG mechanic... american penetration tables use 50% penetration criteria when the penetration value equals the armor value.... and that should be the case... 50% chance to pen when AP = AV..... in turn the AP values and AP scaling should be tweaked to realistic models... the storm of the west mod seems to have good values for this and should be applied.....
a tidbit of info is that APCBC should be the model for judging penetration not solid core AP.... as that stuff shatters on impact against most targets it encounters
these changes in theory make the meta change drastically.... mainly positioning... these changes mean that good positioning and patience while lining the shot matter more considerably.... and that bad axis positioning is punished hard.... at the same time the same could be said for allied players that position their tanks badly.... getting picked off by axis tanks at long range..... but this time more reliably as tanks wont get super lucky anymore... meaning that 76 sherman with 2% chance to pen at max range against that panther D wont gib you anytime soon...
@EUG_MadMat
just my 2 cents
hey... after playing steel div for a couple of days i decided to return to wargame for a few games after constant frustration with the game..... and i have found what i consider to be the major issues of the game...
number 1 of all is RNG
in wargame u can literally calulate how many shots u can take before u have to pull back or make a withdrawal... tanks there are damn accurate and dont miss alot.... even the shoddy T-64BV... a mid range tank... has more chance to hit at max range even at rookie than a panzer 4 does at vet 1 (equivalent to hardened or veteran) (55% vs 42%)
let me cite an example.... in steel division i had developed a tactic of smoking... keeping it spotted via infantry.. maneuvering close to the enemy tank... and firing at it at close range.... issue is even at half the distance this is but 40 to 50% chance to hit ingame for a tank such as the panzer 4 or the firefly.....
meanwhile in wargame i successfully moved a T-80UM to half range and nailed the merkava 3d baz in 1 hit (was a sideshot) and in fact nails targets consistently... as the chance to hit is equivalent to 102.34%.... 65*(1.08) + (1125/175) = 102.34% chance to hit
it is extremely frustrating to miss and get fucked hard due to RNG...... RNG in many respects dominates too much in both penetration and hit chance.... as a result vehicle play is mostly a game of who gets lucky first instead of a game of who played better....
in wargame ive always felt like i was in control.... i could calculate how much fire i could take... how much fire i had to give.... when i had to push..... when i had to pull back..... one could simply send a leopard 1a5 at the flank of a T-72BU and oneshot him for showing his side...one could simply have a T-72BU and happily beat a force of badly positioned inferior units with ease... one could easily kite a leopard 2a5 into a losing gun only battle with a T-80UM... in wargame you decide what happens next..... more of it is decided simply by your decisions instead of a stupid roll of the die...
same cannot be said for steel division... sometimes id have an AT gun with 72% chance to pen simply bounce off a target..... resulting into a waste of an AT gun.... or a tank move into the perfect ambush position only to miss and get exterminated... or worst of all losing an m4 sherman as 3rd armored early on because a pak41 gerlich had 2% chance to pen.... and got lucky... RNG punishes tactical maneuvering..... RNG punishes good decisions.... RNG simply frustrates players... makes them furious for losing due to having awful rolls of the dice instead of being outplayed......
Here is my proposed solution to reduce RNG
1st is a return of one of the wargame vet systems.... a flat out 16% (multiplicative) veteran accuracy bonus per star of veterancy... this means 50% accuracy becomes 58% accuracy at vet 1... 66% at vet 2 so on...... this reduces the impact of accuracy in veterancy... which ingame can translate to as much as 31%!! (72-41) accuracy bonus
2nd is a general increase in the accuracy of all unvetted guns ingame... currently the accuracy is both unrealistic and bad for gameplay as stated above... the new value is debatable however i shall base this on the accuracy of one of the main battle tanks in use in wargame... the T-72A... without veterancy the chance to hit for a tank say the sherman 75 with 5 acc should be 50% at maximum range.... this coincides at least with the T-72A in wargame which like the sherman 75 is a medium firesupport vehicle with higher HE and armor but lower accuracy and AP to its counterpart the leopard 1a4/ panzer 4...
now of course i agree the price is a little out of proprtion compared to wargame but both the panzer 4 and the sherman 75 should most likely recieve price buffs
(stadiametric rangefinding still gives good enough range readings and rates 80% acc at 1000m for guns such as the kwk 43 42 and the kwk 40 but thats too accurate for gameplay if applied to all guns)
3rd is a reduction on the penetration RNG mechanic... american penetration tables use 50% penetration criteria when the penetration value equals the armor value.... and that should be the case... 50% chance to pen when AP = AV..... in turn the AP values and AP scaling should be tweaked to realistic models... the storm of the west mod seems to have good values for this and should be applied.....
a tidbit of info is that APCBC should be the model for judging penetration not solid core AP.... as that stuff shatters on impact against most targets it encounters
these changes in theory make the meta change drastically.... mainly positioning... these changes mean that good positioning and patience while lining the shot matter more considerably.... and that bad axis positioning is punished hard.... at the same time the same could be said for allied players that position their tanks badly.... getting picked off by axis tanks at long range..... but this time more reliably as tanks wont get super lucky anymore... meaning that 76 sherman with 2% chance to pen at max range against that panther D wont gib you anytime soon...
@EUG_MadMat
just my 2 cents