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Game Mechanics to update 9.6: refinement of accuracy

offensively and painfully familiar to each of us to the situation: the enemy rolls from behind cover and, without wasting time on mixing, making effective shot and then quickly get out of hand shelling. Doubly frustrating if it happens in the midst of battle when the outcome varies very much depends on the number of points is the strength of your machine.

On why is this happening and how developers are going to make a difference, will be discussed in this article.

Circle of information can be divided into 10 zones (central zone – the tenth, followed by a decrease until the first zone on the border of the circle). Each zone has a range of information is a certain probability that the projectile gets it in her. The current distribution of shells inside the circle information on zones can be seen in the graph below * :

* The illustration depicts the result of shelling targets after 3000 shots.

As can be seen in the image, the maximum density of the fire is concentrated in the areas adjacent to the center of the circle information. Most likely has now hit the central sector. It is for this reason that at the moment there is always a chance to get a stray shell in the commander’s cupola or other vulnerable point of the enemy, which is simply a marker there navёl sight and made the shot, not even thinking of the Code.

In the gaming community for such cases, the term “the guard” or “Rainbow” – score shot made at random, without any information. The regular repetition of such situations when hitting the target is weakly dependent on the accuracy of the instruments and the degree of preparation of the shot, contrary to the logic of the game and requires correction.

With the release of update 9.6 the number of shots was significantly reduced distribution of shells in a circle details will be finalized.

To hit probability “in the bull’s-eye” when shooting without the information down, there will be as follows: the probability of hitting the center of the circle of information is reduced from 16% to 10%, and at the same time as also increase the chance of getting into the zone adjacent to it. These changes make it possible to maintain the density of fire at the same level and at the same time increase the dependence of the result of the shot information sight. An illustrative example in the figure below.

As can be seen from the figure, when shooting with incomplete information area of ​​greatest density of fire is considerably greater than the size of vulnerability, in this case, the pinnacle of the radio operator of the KV-5 . Within this region, the shells are distributed fairly evenly, with no distinct clusters of hits – due to a similar change will decrease the number of “vertuhanov.”

When complete information all right – the defeat of vulnerability is very likely. Be aware of these changes and shoot for sure: that no shot, the goal!

Good luck in battle!

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Опубликовал Rotmeister Brunn Comments Off on Game mechanics to update 9.6: refinement of accuracy

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