Ho-Ri Suffering

The Ho-Ri tanks still suffer, i dont understand why its so hard to just move them to their proper BRs, the Production to 6.7 and Prototype to 6.0 The prototype especially currently gets bullied so easily even by 75 shermans man…ive already made posts regarding this but the Snail is oblivious.

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Because of the gun. The “good players” (read that as you will) of the few that play the vehicle keeps its average performance elevated in the algo.

unless you write the code and present it for them that accounts for player skill and number of times the vehicle has been played to mitigate the inflation of performance in their algorithm, you’re not going to see this go down.

and even if you do, it’ll be their whim to implement it too since it will shift vehicles in a way that will not favor some of their biggest cash cows.

Holy shit! That’s actually genius!

If instead of comparing the vehicle’s performance to global average among all players, it compared it only to the average performance of a given player in all vehicles they have played at least a 100 battles in, it would solve the problem of positive feedback where a vehicle is reduced in BR - > it becomes more popular among less skilled players and less popular among highly skilled players - > it’s win rate decreases - > it’s BR gets reduced and so on…

Yeah, I wish instead of raw stats they’d take those stats compared to each players average.

A very bad player can get a 0.5 KD in a very good vehicle, but if his average is 0.2 that is still good performance compared to the player skill.

A very good player might do 3 KD easily in a bad vehicle, but his average is 5, so that is bad performance compared to player skill.

This would really help if applied to whatever algorithm they use to pick BRs to change.

the only issue is that you need to have a very defined metric of ‘skill’ which in itself contains a lot of intangibles. Otherwise their algorithm needs to add a lot more metric and parameters that would then be a very convoluted spaghetti code for them to calculate if a vehicle is doing better or worse than it should.

And not to forget that there needs to be a tolerance for what is acceptable (say 0.2 to 0.3 kd of average) in addition to buffers for influx of players, and many more parameters if you want an accurate picture of performance to its competition.

(ive recently started attending a college coding program so ive been thinking about their algorithm a lot, and ways to improve it. theres unfortunately too many conditions and intangibles to assess to be feasibly be done to the level where we want imo).

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whats funny is how the Ho ri has always been at a higher BR, while the ferdinand always sat lower. They’ve basically the same playstyle.

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Minor Nation tax, per usual.

Mobility, Ho-Ri seems to be way faster than Ferdinand. At least from what I’ve experienced.

Not by much and Ferdinand has the better reverse gear and armour along with better gun

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And Neutral Steering