The Iron Eagle
Sam Fisher, Third Echelon Agent
- 4/8/06
- 15,245
- 331
trên lý thuyết là thế, nhưng anh KV thì ko có speed để flank mà bắn những chỗ ấy
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cho nó dàn crew 50% gun acc 0.4 rồi bảo nó bắn xem ai hơn ai![]()
đệt ngày xưa chơi đột kích cứ vào là xông lên nã chứ làm đếch j có chiến thuật đâu nhỉ chém ra bão luôn rầu![]()

. Nào là suy nghĩ khi nào nên lên khi nào thì lùi, có phải 1 hit 1 thằng đâu mà nói y như là thánh.
ra ngô ra khoai ngay 
tăng xoay nòng + thời gian aim là cố định rồi, phản xạ thì có tác dụng gì??
chắc là ngồi nhẩm thời gian reload của địch để xoay xe kịp thời tăng cơ hội bounce lênmà nó chỉ nói đến 1 vs 1 trong khi trong game đôi lúc là 1 vs 5 hoặc 2 vs 8 (tử thủ cản chân địch để đồng đội móc lốp chẳng hạn) nếu chơi theo kiểu thằng này nói thì khả năng được sniper là rất cao nhưng damage tạo ra cho quân địch không cao + win rate thấp.
mà không hiểu nó nói phản xạ ở đây là gì nhỉtăng xoay nòng + thời gian aim là cố định rồi, phản xạ thì có tác dụng gì??
. Dù là CF pro cũng đâu phải muốn nhào là nhào. Hầu như mọi game đối kháng ít nhau nhiều đều tập thói quen tư duy phân tích xử lí tình huống.
zmeul nói:this even further proves that the MM is influenced by the magical loaded dice
http://forum.worldof...__1#entry529567
Dogstar nói:I'm getting the impression that somewhere in the guts of this game there's some loaded dice. I've been in too many battles where one side or the other just disintegrates under the least amount of pressure and I think it's down to two possibilites:
One - the random number generation for penetration and damage is rolled per battle and side not per shot
I think there's a lot of people who have experienced battles where they and their side have either blown through the opposition with little effort or been unable to dent them even with expert marksmanship. This would support the theory that the random penetration and damage variables are calculated once at the beginning of the battle for each side. Effectively giving one random side a massive advantage most of the time. It's possible that random numbers are generated per shot but that the random generation seed isn't itself randomised - this is a classic programming mistake and very difficult for testers to find.
Two - matchmaking groups stock tanks and/or 50% crews together
We've all seen the strange way that the matchmaking system places groups of similar tanks on one side of the battle. It isn't properly randomised which leads to the theory that there's other strange coding going on in the matchmaking. If one of those is to group together stock tanks (i.e. not fully upgraded) or 50% crews (i.e. any crews less than 100%) then that again gives one side an enormous advantage.
Loaded Dice
Nobody wants to play a game where one side is given loaded dice. It's obvious to most players that something strange is going on in the game so as far as I'm concerned it's up to the developers to assure us that their game design is genuinely randomised to give all players a fair chance. Or, if not, at least make it clear where things aren't fair so we the players have a chance to judge the game properly.
one friend of mine had the existence of the loaded dice with 20 faces confirmed by someone who used to be inside the WG circle
I will not name this person for obvious reasons
the true reason WG does not publish technical data on tanks and various game specs is because the "dice" alters them
and this can be a problem for WG when the published data doesn't match the in game
Without gold ammo With gold ammo
Win % 60 68
Win % without draws 62 71
Kill / battle 1.14 2.43
Damage / battle [B][I][SIZE=3][COLOR="#FF0000"]443[/COLOR] [/SIZE][/I][/B] [B][I][SIZE=3][COLOR="#FF0000"]827[/COLOR][/SIZE][/I][/B]
XP / battle 320 676
Survive % 43.4 39.6
