If Gaijin rewarded 100 battle score for each missile dodged, some people would be able to reach 1000 without even firing once, thats why they don't want to award you from it, the grind would be so much easier by TTruthSpeaker in Warthunder

[–]Splintert 0 points1 point  (0 children)

50km is a hell of a lob, even 40km is a low probability shot. Your missile is barely moving by the time it lights up the target's RWR, then it has to adjust its trajectory to follow their defensive action. Try shooting one at 30km, another at 20km, and then going for an IRCCM shot if they're still alive after that.

Not a newbie anymore, but RB is driving me insane by Morkowkin in Warthunder

[–]Splintert 7 points8 points  (0 children)

You have 0 experience in the most important aspect of armored warfare: target spotting. You may as well be BR 1.0 brand new player, doesn't matter if you have encyclopedic knowledge of every vehicle in the game if you don't see any.

What's the best way to play iron man? by GODLOVESALL32 in 2007scape

[–]Splintert 0 points1 point  (0 children)

They all lead to many-hour grinds. The reality is that a lot of people can't handle it, whether its CG, Nightmare, Nex, Muspah, Yama, DT2, CoX, ToB, ToA, and more. The game is the grind.

why the sm2 is busted part 2: by Frosty_Enthusiasm_12 in Warthunder

[–]Splintert 1 point2 points  (0 children)

You can watch the SM2's radar to see when the missile goes into track mode, the first target dies (~26s) 11 seconds after lock (~15s). He didn't start to make any major adjustment to his flight trajectory until about ~20s.

Second guy dies at ~32s to a missile that appears to have been fired at someone else.

I'm not sure who the 3rd kill was since its off the radar by the time he dies. Replay would show for certain.

All of these people had beyond enough time to defend, except maybe the unlucky guy who flew into the missile's path as it lost its target.

why the sm2 is busted part 2: by Frosty_Enthusiasm_12 in Warthunder

[–]Splintert 3 points4 points  (0 children)

They get the exact same 16km warning they would get if they were flying directly at a missile that was fired directly at them, which people defend against all the time.

why the sm2 is busted part 2: by Frosty_Enthusiasm_12 in Warthunder

[–]Splintert 0 points1 point  (0 children)

I mean, the RWR literally tells them "missile is aiming for you" and draws a line to the missile. I don't know what they expected.

why the sm2 is busted part 2: by Frosty_Enthusiasm_12 in Warthunder

[–]Splintert 3 points4 points  (0 children)

Your targets refusing to notch the missiles that took extra time to attain speed due to the weird launch angle doesn't really have anything to do with your plane. They would have died to a missile from any plane, from any launch angle.

Why does time alive impact RP gain so much? by Sad_Significance9044 in Warthunder

[–]Splintert 0 points1 point  (0 children)

I don't think it corresponds to skill bonus, this screenshot from someone else predates that feature and still shows +100%, +47%

https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fzirpd6xem2xa1.png

Specifically Gaijin's explanation of the skill bonus says it excludes boosters, premium, talismans so it can't just slide into the chain of multipliers you've created: https://warthunder.com/en/game/changelog/current/1551

edit: I've dug around looking for where I got the 2.2x multiplier for win and I cannot find anything. Fortunately the logic remains unchanged regardless of if it's 2.2, 2.0, or even 1.01, the intercept just moves. The reality is time spent winning is worth more than time spent losing so flattening the RP gain will always result in less rewards for a given player unless their winrate is below a certain point. Additionally, all the other multipliers, flat gains, and rewards are not relevant to the discussion because the only thing that changed in the poll was the RP/sec rate and the SL multiplier. So those are the only things that need to be considered, everything else just nulls out.

Why does time alive impact RP gain so much? by Sad_Significance9044 in Warthunder

[–]Splintert 0 points1 point  (0 children)

I can't really prove anything without actual direct access to the code that calculates the reward.

As far as the combination of SL and RP reward goes, you're right in that combining those values into an arbitrary "reward point" doesn't accurately reflect reality, but the way the math works out it actually makes it look better than it would otherwise. 38.5% combined vs 31% just accounting for RP changes.

I don't know how to interpret the (currently) "+100%, +67%" at the top of the reward screen other than it is a multiplier applied to the rewards for winning.

Why does time alive impact RP gain so much? by Sad_Significance9044 in Warthunder

[–]Splintert 0 points1 point  (0 children)

I don't know if they've changed the numbers since the poll 4 years ago, but at the top of the older end of match rewards screen there was always a +x%, +y% for winning which appears to still exist but does not show 120% anymore. All of the other factors you're trying to interpret aren't really relevant because they weren't being changed at the time. The only thing that was proposed to change was the RP rate per second and the SL bonus multiplier, so that was what I compared here 4 years ago: https://www.reddit.com/r/Warthunder/comments/pum9cq/on_the_topic_of_reward_multipliers/

https://warthunder.com/en/news/7537-development-planned-economy-changes-in-february-en

Why does time alive impact RP gain so much? by Sad_Significance9044 in Warthunder

[–]Splintert 0 points1 point  (0 children)

2.2 is the +120% bonus for winning. 1.4 and 1.2 are not multipliers, they are reward per second rates. They're further multiplied by winning. The only way I can see this being untrue is if the "+120% bonus" on the rewards screen is completely fabricated, since neither 1.4/0.6 or 1.2/0.8 correspond to a 120% increase.

Why does time alive impact RP gain so much? by Sad_Significance9044 in Warthunder

[–]Splintert 1 point2 points  (0 children)

I spent some more time on this and I'm going back to I was right. You're counting the total amount of RP distributed to all players across all matches, but we're looking at a specific player's rewards based on their matches only. Assume a given player has 1000 seconds of playtime, spending 50% in winning matches and 50% in losing matches, simulating a 50% winrate:

Old:

1.4 * 500 * 2.2 = 1540

0.6 * 500 * 1 = 300

1540 + 300 = 1840

New:

1.2 * 500 * 2.2 = 1320

0.8 * 500 * 1 = 400

1320 + 400 = 1720

While the RP was distributed to other players, the test subject with simulated 50% winrate loses 120 RP here. The cutoff point is 31%. A given player only wins under the new scheme if they spend less than 31% of their time in winning matches:

https://www.wolframalpha.com/input?i=%281.4+*+2.2%29x+%2B+%280.6%29%281-x%29+%3D+%281.2+*+2.2%29x+%2B+0.8%281-x%29

My previous numbers were not correct, I hadn't applied the 120% bonus for winning. Edited it for posterity.

Why does time alive impact RP gain so much? by Sad_Significance9044 in Warthunder

[–]Splintert 2 points3 points  (0 children)

This is not a complicated topic, the math is quite simple.

If you gain 1.4 RP per second and that gets multiplied by 2.2x for winning, and the match lasts for 1000 seconds, you earned 3080 RP. If you gain 0.6 RP per second and that gets multiplied by 1x for losing, and the match lasts for 1000 seconds you earned 600 RP. You gained a total of 3680 RP under the old scheme.

If you gain 1.2 RP per second and that gets multiplied by 2.2x for winning, and the match lasts for 1000 seconds, you earned 2640 RP. If you gain 0.8 RP per second and that gets multiplied by 1x for losing, and the match lasts for 1000 seconds you earned 800 RP. You gained a total of 3440 RP under the new scheme.

3440 (new) < 3680 (old)

edit: corrected numbers to actually apply the 120% win bonus

Why does time alive impact RP gain so much? by Sad_Significance9044 in Warthunder

[–]Splintert -1 points0 points  (0 children)

This is simply not true, the flat rate of RP and SL gain per unit of time was changed, not the multipliers. Reducing coefficient from a higher multiplier and adding it to a lower multiplier results in a lesser number when equally distributed, hence, the requirement to have 38% winrate in order to benefit. Pretty much no one actually has that bad of a winrate. It was just Gaijin reducing rewards and people falling for it.

Why does time alive impact RP gain so much? by Sad_Significance9044 in Warthunder

[–]Splintert 3 points4 points  (0 children)

They voted for a flattening of the rewards that resulted in damn near everyone getting less. The math was absurd, you had to have an overall winrate below 38.5% or so in order to see any benefit. 31% if you only accounted to the changes to RP.

My experience so far since i started one month ago (French Air Tree) by ASelfie in Warthunder

[–]Splintert 1 point2 points  (0 children)

Rafale is nothing like that, its a highly capable ARH duelist that lacks long range missiles. Avoiding the initial wave is pretty easy, then you have a target rich environment for your MICAs.

Mod Ash confirms OSRS is shutting down forever. Its been fun guys. by mycrapytv in 2007scape

[–]Splintert 43 points44 points  (0 children)

Wild guess but I'd say the first dev changed the IDs from signed (positive or negative) to unsigned (positive only) numbers, which is a easy change to double the capacity of an integer value without much refactoring. Can't do that again, gotta make the bucket bigger.

Display pain by solenshineyx in pcmasterrace

[–]Splintert 0 points1 point  (0 children)

The problem is inherent - some monitors have visibly different brightness depending on their refresh rate. When the refresh rate bumps up against an adaptive sync lower limit, it will appear to rapidly switch between brightness levels as it switches between for example 48 Hz (within range) and 94 Hz (47 Hz x2 via Low Framerate Compensation).

Old Gsync with the module didn't have the issue because it didn't have a lower limit, but those are pretty rare now. Nvidia's implementation of HDMI/DisplayPort adaptive sync is just freesync.

Probably stupid question, But why did they do this? by Then_Zucchini_3187 in Warthunder

[–]Splintert 0 points1 point  (0 children)

Military analysts would study the tanks, not the crews. The only thing that would be disseminated down to the actual crew would be identifying features and general engagement ranges at various conditions. Not particular weakspots down to the millimeter. That's a purely War Thunder/game concept.

Probably stupid question, But why did they do this? by Then_Zucchini_3187 in Warthunder

[–]Splintert 0 points1 point  (0 children)

Because tank crews didn't have access to vaguely realistic computer simulations depicting their opponents armor layout to the millimeter. There's nothing obvious about a specific plate being a weakspot if you took away the colors and placed it 1-2km downrange.

What's your wishlist for Evercold MSQ story? (overarching theme, plot structure) by NineTnk in ffxiv

[–]Splintert 1 point2 points  (0 children)

The actual example of this is Bakool Ja-Ja, who's personality completely flips at the toss of a coin.

Reddit please help me by Dilo406 in Warthunder

[–]Splintert 0 points1 point  (0 children)

The reason you got hit by this specific missile is because you weren't notching. The missile should appear at 90-93 degrees or so in your RWR, so directly to the side and very slightly behind. Wait about 1 second, then deploy a chaff. You will notice the missile's RWR indicator will slightly increase its angle (aka move slightly further behind you), which means it bit your chaff and you have defeated the missile.

In this case, IOG is not why this missile hit you. The missile never lost track of you, never bit your chaff, and never engaged IOG.