Woah that's crazy...its almost like the game is just random and your positioning and map awareness are far more important...I wonder who has said that... (Great video dude)
One other thing, I wish there was an option in training rooms to make the bots perma spotted or at least to have them spawn near you so, when testing stuff, you don't have to spend 5 minutes sailing across the map to test against a stationary target.
This seems quite a bit more scientific, and it's nice to hear some of these mathy words used when talking about numbersy things. I know when I controlled for range "exactly 12.5km" (with an implied +/-0.05km) doing this with a Minotaur aiming at a broadside Soviet Union as best I could to where the back of the front funnel met the deck, my results were only 4 hits different after firing 1200 shots, measuring only full 100 shot salvos (10 groups of 10) so I excluded any "misses" as a result of the Soviet Union being destroyed. I used a cruiser because there's no real good reason to think cruiser guns would work any differently, it would allow for large numbers in a fairly short period of time, and the conclusion seemed pretty obvious.
Both types of shots have their strengths and weaknesses. Ripple fire is good against long to medium range cruisers. full salvo is best for BBs and DDs the way I use the auto aim is as follows... First shot I take is where the auto aim defaults me... (usually the shells will fall behind or on the stern) then move it forward ( lead) by one or two stick movements. 3 or 4 if its a fast enemy. Adjusting the aim point for single shots is so much fun when you have a high number of turrets...( furataka fuso) Ripple fire helps you learn where/how the enemies move when you shoot at them. If you have a maxed out Cunningham and iachino the its really doesn't matter! shoot how you want. lol
Full salvo at FLAT broad side and ripple fire when enemy is wiggling away. Enemy is rudder shifting and speed juking so I ripple fire and adjust my lead lead between the shots to make sure that some of my shells will hit the mark (of cource RNG can still fuck you over). Not throwing a full salvo and getting 0 hits, because of bad lead. Everybody seems to be doing this when they are aiming at a hard moving target and they are tired of missing the past 5 salvos😂😂.
Thank you so much Tommy, for spending the time to perform the testing to produce this video. The numbers don’t lie. BTW, your previous video on the bug is noticeable - I saw it in game too. Thanks again.
Another question pertaining to accuracy that I’ve never heard brought up in large conversation but heard in game chat, is if accuracy is reduced while turning vs moving in a straight line. I don’t think it does, but never a all-in-all consensus
I wasn't to conflicted about this theory because of Peek Video he just showed paper however he has history talking down to WG no matter what it is but let's say it's a bug sometimes it could be over looked because it's a live service game that's likely to happened if it's fix but it doesn't seem to matter much it could be ether fixed or cause another bug entirely. This is one of those things i would've ignored. This video also helps a lot
I recall watching the first hour of the stream and it was looking like no statistical difference. The sample size was too small, but it was indicative and observable differences were well within the (rather considerable) margin of error for surety. I'd say things were working as they should and what players see is just the statistical variation typical of very small sample sizes. Throw in some confirmation bias and, well, you get Peek.
Weird. It’s almost like what I’ve been saying for years, which is that the accuracy on any single one of your BB salvos is gonna be influenced by RNG, and sometimes you’ll miss. So instead of focusing only on the fact that the most inaccurate class of ships in the game is - SURPRISE - always inaccurate to some degree, maybe the best thing for players to do is focus on their positioning. Something I’ve been saying for a long time. Glad to have some data that shows it.
Nice test. Psychologically salvo fire is more satisfying as if you get a poor roll you may still hit, but ripple fire with a moving aim point could miss all shots. If there were a bullseye target and you could see how far out each shell was from the aim point, then this test would be easier - then you could do some botched gun calibration by testing different commander builds on the same ship - RNG is still going to get you in the end.
"testing ripple vs full salvo accuracy" If it's me doing the testing in a battleship with a full dispersion build its still shells landing on either side of the target either way, lol. Too much rng these day. Why I play cruisers.
Well imagine If you hit every shot with a bb you would get Kraken every mach because of firepower then other players would quit the game. The rng is a necessary evil imo.
Well, RNG + the commander/skill/upgrade choices of your opponent. Some players choose builds that counter dispersion so it makes it even worse. Cruisers especially.
I ripple for not because my shells are more accurate (well kinda are kinda not let me explain) I ripple fire because ships maneuver and its just easier to track, say you fire ur first shell they turn away, well I'd I full salvod my Elipse would be centered off, , but I'd you ripple you can trail them a little better, I do this in my heavy cruisers as well
It shouldn't matter like your friend said. The variables for Full salvo and Ripple fire are all the same. RNG is a variable that can make things look inconsistent but over time all balances out when dealing with large numbers. The sample size that Peek did is a small number and doesn't translate to the whole of multiple games of the lifetime. As humans we tend to remember the worse thing versus the good things that happen especially during games. Even Potato Quality did a video for PC and claimed that ripple is better than salvo in that same week. IMO ripple and salvo fire are important like using correct ammo when to ripple and when to salvo.
I think the only real argument between salvo fire and ripple fire is ripple fire allows you to adjust for an enemies attempts do dodge and that's the only increase in accuracy you can exepect. Like you've said confirmation bias is a hell of a drug and the human brain is so good at finding patterns that it'll find patterns where they don't exist.
I found that ripple fire works for me cause I use outgoing shells to adjust my fire as they land on target. ALSO VERY IMPORTANT: There was 2 morons sitting on a bench. The giant orange haired criminally indicted moron fell off. But the little white haired old hippie moron did not fall......cause he was a little more on.
See... this, this is how you conduct a test. Thank you for doing some ACTUAL research. It won't silence the problem child, but at least we have real data to go off.
@nolanriley9865 LUP is NOT a better player, lol. And videos like this exists because of the BS put out there. I'm not looking to get into a debate here, though. Everyone is entitled to their own opinions. Right, wrong or indifferent.
I just feel like there is a over all aiming bug. Seems like it's getting worse every update. The game needs less RnG and become more skill based. The rock paper scissors balance is gone.
Woah that's crazy...its almost like the game is just random and your positioning and map awareness are far more important...I wonder who has said that... (Great video dude)
One other thing, I wish there was an option in training rooms to make the bots perma spotted or at least to have them spawn near you so, when testing stuff, you don't have to spend 5 minutes sailing across the map to test against a stationary target.
This seems quite a bit more scientific, and it's nice to hear some of these mathy words used when talking about numbersy things.
I know when I controlled for range "exactly 12.5km" (with an implied +/-0.05km) doing this with a Minotaur aiming at a broadside Soviet Union as best I could to where the back of the front funnel met the deck, my results were only 4 hits different after firing 1200 shots, measuring only full 100 shot salvos (10 groups of 10) so I excluded any "misses" as a result of the Soviet Union being destroyed. I used a cruiser because there's no real good reason to think cruiser guns would work any differently, it would allow for large numbers in a fairly short period of time, and the conclusion seemed pretty obvious.
Both types of shots have their strengths and weaknesses.
Ripple fire is good against long to medium range cruisers.
full salvo is best for BBs and DDs
the way I use the auto aim is as follows...
First shot I take is where the auto aim defaults me... (usually the shells will fall behind or on the stern) then move it forward ( lead) by one or two stick movements. 3 or 4 if its a fast enemy.
Adjusting the aim point for single shots is so much fun when you have a high number of turrets...( furataka fuso)
Ripple fire helps you learn where/how the enemies move when you shoot at them.
If you have a maxed out Cunningham and iachino the its really doesn't matter! shoot how you want. lol
Full salvo at FLAT broad side and ripple fire when enemy is wiggling away. Enemy is rudder shifting and speed juking so I ripple fire and adjust my lead lead between the shots to make sure that some of my shells will hit the mark (of cource RNG can still fuck you over). Not throwing a full salvo and getting 0 hits, because of bad lead.
Everybody seems to be doing this when they are aiming at a hard moving target and they are tired of missing the past 5 salvos😂😂.
Thank you so much Tommy, for spending the time to perform the testing to produce this video. The numbers don’t lie.
BTW, your previous video on the bug is noticeable - I saw it in game too.
Thanks again.
Oh, and that physics-based dice roller is called “Dice by P-Calc”, but it’s only available for iOS.
Aw yeah, Tommy getting that Raid money.
It was quite fun watching you do the work live.
Another question pertaining to accuracy that I’ve never heard brought up in large conversation but heard in game chat, is if accuracy is reduced while turning vs moving in a straight line. I don’t think it does, but never a all-in-all consensus
Nice video, Tommy. I appreciate having the training rooms just so you can do this sort of testing more easily.
It makes it so much easier. I think I want to do the iachino/cunnigham/scharnhorst testing next
@@TOMMYBOY601 Make a series called Tommy's Testing lol
I wasn't to conflicted about this theory because of Peek Video he just showed paper however he has history talking down to WG no matter what it is but let's say it's a bug sometimes it could be over looked because it's a live service game that's likely to happened if it's fix but it doesn't seem to matter much it could be ether fixed or cause another bug entirely. This is one of those things i would've ignored. This video also helps a lot
I recall watching the first hour of the stream and it was looking like no statistical difference. The sample size was too small, but it was indicative and observable differences were well within the (rather considerable) margin of error for surety. I'd say things were working as they should and what players see is just the statistical variation typical of very small sample sizes. Throw in some confirmation bias and, well, you get Peek.
I ALWAYS go full salvo in a battleship. Just makes sense to dump all your damage into one shot then stagger it unless you really need to
Despite what the devs claim I've noticed some turrets are just notoriously inaccurate all the time too like G wagons back guns ie
Weird. It’s almost like what I’ve been saying for years, which is that the accuracy on any single one of your BB salvos is gonna be influenced by RNG, and sometimes you’ll miss. So instead of focusing only on the fact that the most inaccurate class of ships in the game is - SURPRISE - always inaccurate to some degree, maybe the best thing for players to do is focus on their positioning. Something I’ve been saying for a long time. Glad to have some data that shows it.
Nice test. Psychologically salvo fire is more satisfying as if you get a poor roll you may still hit, but ripple fire with a moving aim point could miss all shots. If there were a bullseye target and you could see how far out each shell was from the aim point, then this test would be easier - then you could do some botched gun calibration by testing different commander builds on the same ship - RNG is still going to get you in the end.
"testing ripple vs full salvo accuracy"
If it's me doing the testing in a battleship with a full dispersion build its still shells landing on either side of the target either way, lol. Too much rng these day. Why I play cruisers.
Well imagine If you hit every shot with a bb you would get Kraken every mach because of firepower then other players would quit the game. The rng is a necessary evil imo.
@@rgjs4537
No one said no rng.
Well, RNG + the commander/skill/upgrade choices of your opponent. Some players choose builds that counter dispersion so it makes it even worse. Cruisers especially.
I ripple for not because my shells are more accurate (well kinda are kinda not let me explain)
I ripple fire because ships maneuver and its just easier to track, say you fire ur first shell they turn away, well I'd I full salvod my Elipse would be centered off, , but I'd you ripple you can trail them a little better, I do this in my heavy cruisers as well
It shouldn't matter like your friend said. The variables for Full salvo and Ripple fire are all the same. RNG is a variable that can make things look inconsistent but over time all balances out when dealing with large numbers.
The sample size that Peek did is a small number and doesn't translate to the whole of multiple games of the lifetime. As humans we tend to remember the worse thing versus the good things that happen especially during games.
Even Potato Quality did a video for PC and claimed that ripple is better than salvo in that same week.
IMO ripple and salvo fire are important like using correct ammo when to ripple and when to salvo.
I think the only real argument between salvo fire and ripple fire is ripple fire allows you to adjust for an enemies attempts do dodge and that's the only increase in accuracy you can exepect. Like you've said confirmation bias is a hell of a drug and the human brain is so good at finding patterns that it'll find patterns where they don't exist.
Lot of times full salvos are laggy in live servers. Get one the turrets not firing or firing late etc. Cant be the only one to experience this dsync.
I found that ripple fire works for me cause I use outgoing shells to adjust my fire as they land on target.
ALSO VERY IMPORTANT: There was 2 morons sitting on a bench. The giant orange haired criminally indicted moron fell off. But the little white haired old hippie moron did not fall......cause he was a little more on.
Doesn't this change from ship to ship? I thought some ships have tighter dispersion at under a set number of KM
Yes, but as long as both tests are using the same ship there should be a measurable difference no matter what if there was going to be variance.
I saw his papers and thought that none of that made much sense and was like he came to conclusions off of totally different data.
Is the same with all guns loaded?
IS SHIP MOVE IN THE GAME WHE FIRE?
Its all down to target and rng. I stagger on dodging cruisers/dds, i all barrage on broadside targets.
Don't forget to like the video gents! People need to see this!
based
See... this, this is how you conduct a test. Thank you for doing some ACTUAL research. It won't silence the problem child, but at least we have real data to go off.
He is a better player tho and he's watching his channel taking his video ideas wack af
@nolanriley9865 LUP is NOT a better player, lol. And videos like this exists because of the BS put out there. I'm not looking to get into a debate here, though. Everyone is entitled to their own opinions. Right, wrong or indifferent.
@depriest1993 oh we are thinking of someone else then
Another has fallen to raid shadow legends 😂. Interesting results tho
Money talks
I just feel like there is a over all aiming bug. Seems like it's getting worse every update. The game needs less RnG and become more skill based. The rock paper scissors balance is gone.
You need to do a Christopher Colombo damage test and see if secondary build is better than full accuracy build