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first, there is no "true" randomness in games/code possible far as i know,
its more or less a simulation of randomness
games use 2 randomness variants, input and output randomness
the arty spread in hll is output randomness, and its the more "unfair" randomness than the input one, because it doesnt take any player-action into account when "calculating" the randomness
avoid running near incoming arty shells, because its a sign this area is getting shelled and it will hit you sooner or later, because of the spread
dont think you can outrun it or run beside it
if i remember correctly it has 20-25m spread
The shells do guide towards potential kills. Otherwise you would only get bleed ticks instead because the shells themselves arent really that powerful. For a 150m shell it should honestly be alot larger in radius/shrapnel but remove the guided lock ons in the air.
That is simply false information. The shells have a random deviation in every shot.
Care to explain what you mean by "input and output randomness"?
As a programmer myself, I can tell you that there is semi randomness and true randomness.
It all depends on the methods (functions) you use and how you write the code.
I don't know what they did use in this game but I doubt very much that the artillery is actively homing in on players in its potential radius. I've been under artillery fire enough in this game to have seen countless shells going down near my position but not hitting me.
Private account no hours shown. I dont give false info :p
Even though I play for fun I have plenty of experience in other shooters far more realistic than HLL. The tests I've done with friends on empty servers proving to an idiot on discord one day how arty actually worked was interesting. We all got banned from the discord because he got proven wrong(he was an admin).
Not about to do it again for a steam troll
ok i ♥♥♥♥♥♥♥ thought something was off, because everyone seemed to be an artillery expert.
because really. you take a shot, and your time on target is what, 20 seconds? sure i can see if people run towards the blasts they get beaned, but the rounds are headshotting people way too often lol.
ya, the devs should take away artillery guided rounds, and watch half the people who play artillery stop overnight lmaooo.
garbage af, every round should have 3 people on your team using artillery from this point forward till they remove the guidance.
lmao at the guy who booted you guys after losing the argument. banning people doesn't make the truth go away though hahahaha.
I have ~2,100 hours of played time and have been playing since the first day of Early Access more than 3 years ago. Feel free to search this forum for my username and you'll see that I have been here a long time.
You said that artillery FOLLOWED players as they move, which isn't true.
I could give more reasons why things seems off too.