Calling all MM & RNG Rigging Claimers!
Дата: 18.05.2021 20:03:12

KRZYBooP: At this time this is how MM currently works and information
about how it currently works can be found HERE.Looks at the queue and selects Tanks based on
class restrictions, what's available, platoons, and of course
tiers. Note player skill is not accounted for in random
battles cause that is what makes the game mode random. Keep in mind
that even a tomato in the eyes of XVM or other ranking sites can
have a great game. Thus making a lower-rated team able to beat a
higher-ranked one. Platoons, where two players are in the same clan
and are great, are going to perform better due to other players
just following along. If you are on your own and it is in the
late game then you are more liable to do what best interests you.
This means staying hidden to preserve health, and get more chances
to hit other players for damage before getting destroyed These are
all from my own personal experiences and understandings of the
game.
The manipulation that you described is how the game mechanics work and can be explained HERE & HERE.Playing in a tiered system of tanks where lower-tier tanks fight higher-tier ones is only possible with these mechanics in place. If you weren't able to bounce a shell from a higher tier then there wouldn't be a reason to play bottom tier matches This is one of the reasons WG decided to move to 3/5/7 then later on more templates and game modes were introduced to help out the tiers where the most credits can be made. The situation that you described where you are shooting an AFK is how the game is supposed to work in regards to dispersion, trajectories, and penetration mechanics. No matter what tank you are in there is going to be a dispersion value. This mechanic is what makes "lined up" shots miss, bounce, hit the dirt, and more annoying things. This compounds your frustration if you are playing a tank with a higher than average reload cause "the game" took a damaging shot away from you. Logically the closer you are to the tank the better your chance of hitting but with dispersion still being a thing the round can still get bounced. I noticed it's even worse if you let RNG Jesus take the wheel. By that, I mean to lock your target and fire willy nilly at the enemy. Now all this being said, there is still a chance of what I can only call is Tomato Paste. When the WTFFFFFFFUUUUUU's start to fly. In addition to that, WG Devs have never called anything in this game 100% done and never going to change again.A lot of data is looked at constantly on why specific tanks are being picked constantly and what can be done to make other tanks not played as often more relevant. All while continuing to add in new mechanics that will then require more balancing and changes cause there is stuff that you can't predict in a short playtime. There is always someone that figures out a loophole or new way to play to make the equipment feel unfair.
I am not a good player but have failed enough to understand what is going on most of the time when I make a risky play, or try to go to a "new" spot that no one ever in ten years has tried then immediately go back to my garage and realize, "OOHHHH that's why that is not a good spot to be in."
The manipulation that you described is how the game mechanics work and can be explained HERE & HERE.Playing in a tiered system of tanks where lower-tier tanks fight higher-tier ones is only possible with these mechanics in place. If you weren't able to bounce a shell from a higher tier then there wouldn't be a reason to play bottom tier matches This is one of the reasons WG decided to move to 3/5/7 then later on more templates and game modes were introduced to help out the tiers where the most credits can be made. The situation that you described where you are shooting an AFK is how the game is supposed to work in regards to dispersion, trajectories, and penetration mechanics. No matter what tank you are in there is going to be a dispersion value. This mechanic is what makes "lined up" shots miss, bounce, hit the dirt, and more annoying things. This compounds your frustration if you are playing a tank with a higher than average reload cause "the game" took a damaging shot away from you. Logically the closer you are to the tank the better your chance of hitting but with dispersion still being a thing the round can still get bounced. I noticed it's even worse if you let RNG Jesus take the wheel. By that, I mean to lock your target and fire willy nilly at the enemy. Now all this being said, there is still a chance of what I can only call is Tomato Paste. When the WTFFFFFFFUUUUUU's start to fly. In addition to that, WG Devs have never called anything in this game 100% done and never going to change again.A lot of data is looked at constantly on why specific tanks are being picked constantly and what can be done to make other tanks not played as often more relevant. All while continuing to add in new mechanics that will then require more balancing and changes cause there is stuff that you can't predict in a short playtime. There is always someone that figures out a loophole or new way to play to make the equipment feel unfair.
I am not a good player but have failed enough to understand what is going on most of the time when I make a risky play, or try to go to a "new" spot that no one ever in ten years has tried then immediately go back to my garage and realize, "OOHHHH that's why that is not a good spot to be in."
Calling all MM & RNG Rigging Claimers!