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Revision as of 13:31, 8 February 2012Revision as of 13:17, 15 February 2012
added info on SPG aiming, adjusted info on dispersion & aiming circle based on Overlord post
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?{{wip|3=[[User:Snib|Snib]] |5=17:02, 7 February 2012 (UTC) }}+{{wip|3=[[User:Snib|Snib]] |5=13:17, 15 February 2012 (UTC) }}
  
  
 {{panel title|icon=[[image:BattleMechanicsIcon.png|72px|left|link=]]|content= {{panel title|icon=[[image:BattleMechanicsIcon.png|72px|left|link=]]|content=
 [[image:WoTBanner.png|200px|right]] [[image:WoTBanner.png|200px|right]]
?This WIKI page is to provide you, the player, with as many details as possible of the core Game Mechanics, so that you need not search through the forums for this valuable information. The details of some Game Mechanics are being held "close to the vest" over at Wargaming.net. To the maximum extent possible, we have provided all the data we know about Game Mechanics. +: This WIKI page is to provide you, the player, with as many details as possible of the core Game Mechanics, so that you need not search through the forums for this valuable information. The details of some Game Mechanics are being held "close to the vest" over at Wargaming.net. To the maximum extent possible, we have provided all the data we know about Game Mechanics.
  
 __TOC__ __TOC__
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 Battles can take place in thirteen possible different battle tiers. Each vehicle, depending on its performance, is assigned a certain subset of these battle tiers that it is supposed to fight in. Battles can take place in thirteen possible different battle tiers. Each vehicle, depending on its performance, is assigned a certain subset of these battle tiers that it is supposed to fight in.
  
?The official matchmaking chart shows which vehicle belongs to which battle tier. An English version can always be found [[https://forum.worldoftanks.eu/index.php?/topic/10168-/ here]]. It sometimes takes Wargaming a while to update it after patches, in this case you can refer to the [[https://forum.worldoftanks.ru/index.php?/topic/41221- Russian version]], which is usually updated much faster.+The official matchmaking chart shows which vehicle belongs to which battle tier. An English version can always be found [https://forum.worldoftanks.eu/index.php?/topic/10168-/ here]. It sometimes takes Wargaming a while to update it after patches, in this case you can refer to the [https://forum.worldoftanks.ru/index.php?/topic/41221- Russian version], which is usually updated much faster.
  
 Players often confuse battle tiers and their vehicle's tier. The two are unrelated. Vehicle tiers are irrelevant for matchmaking. The match maker does not try to match vehicles by vehicle tier. For example, a T92 SPG may be vehicle tier 8, but it is assigned to battle tiers 12 and 13 only, which is out of reach of tier 8 mediums, despite being of the same vehicle tier. Players often confuse battle tiers and their vehicle's tier. The two are unrelated. Vehicle tiers are irrelevant for matchmaking. The match maker does not try to match vehicles by vehicle tier. For example, a T92 SPG may be vehicle tier 8, but it is assigned to battle tiers 12 and 13 only, which is out of reach of tier 8 mediums, despite being of the same vehicle tier.
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  </tr>  </tr>
 </table> </table>
? 
  
 '''''You will NOT get experience for:''''' '''''You will NOT get experience for:'''''
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 # Damaging an ally's tank, even if said ally is "blue" # Damaging an ally's tank, even if said ally is "blue"
 # Team killing. But you can always get a free ticket to ban land if you do it on purpose. # Team killing. But you can always get a free ticket to ban land if you do it on purpose.
?# Shots that deal no hull damage, destroy no module or kill no crew member+# Shots that deal no hull damage, destroy no module or kill no crew member.
 # Shots that destroy a module that had already been destroyed before (except when a repair pack has been used on it). # Shots that destroy a module that had already been destroyed before (except when a repair pack has been used on it).
 # For receiving damage without fighting back. As stated above, your shells have to damage your attacker. # For receiving damage without fighting back. As stated above, your shells have to damage your attacker.
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 If you leave the cap circle before capture is completed, all capture points earned by you are lost and the capture bar progress is reduced accordingly. The same happens each time you get damaged while within the cap circle before capture is complete. Both hull damage and critical damage (e.g. tracks) have the same effect, as does damage inflicted by the enemy or your own team. If you leave the cap circle before capture is completed, all capture points earned by you are lost and the capture bar progress is reduced accordingly. The same happens each time you get damaged while within the cap circle before capture is complete. Both hull damage and critical damage (e.g. tracks) have the same effect, as does damage inflicted by the enemy or your own team.
  
?Once capture is complete, the round does not end immediately. There is a delay of at least 5 seconds before victory is yours. According to Overlord this delay gets extended each time a vehicle is destroyed. The following outcomes are possible:+Once capture is complete, the round does not end immediately. There is a delay of at least 5 seconds before victory is yours (unless the battle timer runs out earlier). According to Overlord this delay gets extended each time a vehicle is destroyed. The following outcomes are possible:
  
 * All friendly vehicles are destroyed within the delay: Enemy team wins.  * All friendly vehicles are destroyed within the delay: Enemy team wins.
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 ;Minimap ;Minimap
?The minimap is not part of the 3D world and thus unaffected by the limitations discussed in this section. What you see on the minimap is however influenced by [[Battle_Mechanics#Radio_Range|Radio Range]] discussed below. +The minimap is not part of the 3D world and thus unaffected by the limitations discussed in this section. What you see on the minimap is however influenced by [[#Radio_Range|Radio Range]] discussed below.
  
 === Shell Tracers === === Shell Tracers ===
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 *Tracers from spotted enemy vehicles are always shown (subject to the above limitations to draw distance). *Tracers from spotted enemy vehicles are always shown (subject to the above limitations to draw distance).
 *Tracers from unspotted enemy vehicles: *Tracers from unspotted enemy vehicles:
?**In '''arcade view''' and '''sniper view''', tracers are only shown if they originate from within +/- 25° of the direction you are looking at and from within maximum spotting range [https://overlord-wot.blogspot.com/2011/10/thoughts-on-upcoming-70.html]. Here is an illustration, you will only be able to see the red tracer in the first two cases: <br />[[image:Tracers_arcage.jpg]] +**In '''arcade view''' and '''sniper view''', tracers are only shown if they originate from within +/- 25° of the direction you are looking at and from within maximum spotting range. [https://overlord-wot.blogspot.com/2011/10/thoughts-on-upcoming-70.html] In the following illustration, you will only be able to see the red tracer in the first two cases: <br />[[image:Tracers_arcage.jpg|link=]]
 **In '''strategic view''', all tracers are shown that originate from within your strategic view port. **In '''strategic view''', all tracers are shown that originate from within your strategic view port.
  
 === View Range === === View Range ===
?View Range is the theoretical maximum distance that your vehicle's [[Crew#Roles|commander]] (not you!) can see, and depends on the vehicle's [[turret]], the commander's [[Crew#Effective_Skill_Level|effective skill level]] as well as the usage of view range [[Battle_Mechanics#Tank_Stats|stat]] enhancing [[equipment]] like Coated Optics or Binoculars. View Range has no relevance of its own, its only purpose is to server as a factor for calculating the [[Battle_Mechanics#Spotting_Range|spotting range]].+View Range is the theoretical maximum distance that your vehicle's [[Crew#Roles|commander]] (not you!) can see, and depends on the vehicle's [[turret]], the commander's [[Crew#Effective_Skill_Level|effective skill level]] as well as the usage of view range [[#Tank_Stats|stat]] enhancing [[equipment]] like Coated Optics or Binoculars. View Range has no relevance of its own, its only purpose is to server as a factor for calculating the [[#Spotting_Range|spotting range]].
  
?Note that unlike what the in game description of the view range enhancing [[equipment]] indicated, '''view range is unlimited'''. The better your view range, the better your [[Battle_Mechanics#Spotting_Range|spotting range]], at any range.+Note that unlike what the in game description of the view range enhancing [[equipment]] indicated, '''view range is unlimited'''. The better your view range, the better your [[#Spotting_Range|spotting range]], at any range.
  
 The maximum possible view range you can currently (v0.7.1) achieve in game is 558.75m with a Patton and 100% commander, Improved Ventilation [[equipment]], Binoculars [[equipment]] and Case of Cola [[Consumables|premium consumable]]. The maximum possible view range you can currently (v0.7.1) achieve in game is 558.75m with a Patton and 100% commander, Improved Ventilation [[equipment]], Binoculars [[equipment]] and Case of Cola [[Consumables|premium consumable]].
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 ===== Minimum Spotting Range ===== ===== Minimum Spotting Range =====
?You will always spot any vehicle that comes within 50m of you, regardless of line of sight.+You will always spot any vehicle that comes within 50m of you, regardless of line of sight. Because you do not need line of sight, this is also called ''proximity spotting'', and can be used on certain maps to spot enemies going past a choke-point without actually being being exposed to them.
  
 ===== Maximum Spotting Range ===== ===== Maximum Spotting Range =====
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 Spotting Range is not a fixed value particular to your tank, but depends on the target you are spotting, its current position and situation. In other words, as many different individual spotting ranges are calculated by the server for your tank as there are targets within the minimum and maximum spotting ranges to you. For each target Spotting Range is calculated invidiually according to the following formula: Spotting Range is not a fixed value particular to your tank, but depends on the target you are spotting, its current position and situation. In other words, as many different individual spotting ranges are calculated by the server for your tank as there are targets within the minimum and maximum spotting ranges to you. For each target Spotting Range is calculated invidiually according to the following formula:
  
?[[image:Equation_spottingRange.png|Equation_spottingRange.png]]+[[image:Equation_spottingRange.png|link=]]
  
?If your spotting range to a vehicle equals or exceeds your distance to that vehicle, and you have line of sight, or if the vehicle is within the minimum spotting range, you will spot it. Otherwise it remains hidden unless spotted by another vehicle on your team that you are in [[Battle_Mechanics#Radio_Range|radio communication]] with.+If your spotting range to a vehicle equals or exceeds your distance to that vehicle, and you have line of sight, or if the vehicle is within the minimum spotting range, you will spot it. Otherwise it remains hidden unless spotted by another vehicle on your team that you are in [[#Radio_Range|radio communication]] with.
  
?See [[Battle_Mechanics#How_tank_stats_are_calculated|above]] for how effective view range can be calculated. Camouflage mechanics are explained [[Battle_Mechanics#Camouflage|below]], as far as they are known.+See [[#How_tank_stats_are_calculated|above]] for how effective view range can be calculated. Camouflage mechanics are explained [[#Camouflage|below]], as far as they are known.
  
 === Spotting Mechanics === === Spotting Mechanics ===
?To determine whether you have line of sight to a vehicle within your [[Battle_Mechanics#Spotting_Range|spotting range]] and will thus spot it, the server calculates a virtual vision ray extending from one of two '''view range ports''' on your vehicle to each of the six '''visiblility checkpoints''' of the target vehicle. If a vision ray gets obstructed by non-transparent objects like houses, terrain, or even just a lamp post, this ray ends there and does not reach the target vehicle. If only one of the six rays reaches the target, you will spot it (and it will ''light up'' if it was previously hidden).+To determine whether you have line of sight to a vehicle within your [[#Spotting_Range|spotting range]] and will thus spot it, the server calculates a virtual vision ray extending from one of two '''view range ports''' on your vehicle to each of the six '''visiblility checkpoints''' of the target vehicle. If a vision ray gets obstructed by non-transparent objects like houses, terrain, or even just a lamp post, this ray ends there and does not reach the target vehicle. If only one of the six rays reaches the target, you will spot it (and it will ''light up'' if it was previously hidden).
  
 ==== View Range Ports ==== ==== View Range Ports ====
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 [[image:RadioRanges.jpg|400px|right|{name}]] [[image:RadioRanges.jpg|400px|right|{name}]]
  
?Each vehicle comes equipped with a [[radio]] that allows your [[Crew#Roles|radioman]] to communicate with other vehicles on your team. Two friendly vehicles can communicate if they are no further away from each other than the sum of their respective radio ranges. For example, a tank with 300m [[Battle_Mechanics#How_tank_stats_are_calculated|effective radio range]] and a tank with 500m [[Battle_Mechanics#How_tank_stats_are_calculated|effective radio range]] stay in communication up to a distance of 800m. Your effective radio range depends on your vehicle's [[radio]] and on the [[Crew#Effective_Skill_Level|effective skill level]] of those crew members responsible for the [[Crew#Roles|Radio Operator role]].+Each vehicle comes equipped with a [[radio]] that allows your [[Crew#Roles|radioman]] to communicate with other vehicles on your team. Two friendly vehicles can communicate if they are no further away from each other than the sum of their respective radio ranges. For example, a tank with 300m [[#How_tank_stats_are_calculated|effective radio range]] and a tank with 500m [[#How_tank_stats_are_calculated|effective radio range]] stay in communication up to a distance of 800m. Your effective radio range depends on your vehicle's [[radio]] and on the [[Crew#Effective_Skill_Level|effective skill level]] of those crew members responsible for the [[Crew#Roles|Radio Operator role]].
  
 If you are in communicaton with a friendly vehicle, then you will share information about the position and health of all enemy vehicles either of you are currently spotting. You will not relay any information received from other friendly vehicles via radio communication, however, nor will it be relayed to you. In other words, you will know the location of; If you are in communicaton with a friendly vehicle, then you will share information about the position and health of all enemy vehicles either of you are currently spotting. You will not relay any information received from other friendly vehicles via radio communication, however, nor will it be relayed to you. In other words, you will know the location of;
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 '''Example:''' '''Example:'''
?:You are looking down a long street from your tank destroyer and do not see any enemies, because they are outside your own [[Battle_Mechanics#Spotting_Range|spotting range]]. However, when a friendly tank moves down the street, it spots an enemy tank that was there all along. As long as you are within radio range of that friendly tank, you will see that enemy tank just as if you were spotting it yourself. +:You are looking down a long street from your tank destroyer and do not see any enemies, because they are outside your own [[#Spotting_Range|spotting range]]. However, when a friendly tank moves down the street, it spots an enemy tank that was there all along. As long as you are within radio range of that friendly tank, you will see that enemy tank just as if you were spotting it yourself.
 :See the illustration to the right for a more complex situation. :See the illustration to the right for a more complex situation.
 }} }}
 {{panel content toc|title=Movement, Acceleration, Top Speed|content= {{panel content toc|title=Movement, Acceleration, Top Speed|content=
 +[[image:Ico_engine_alpha.png|left|{name}|link=]]
 Movement of your tank in World of Tanks is critical to survival. Whether you’re trying to out-race the enemy to a favored covering location or trying to get away from trouble, top speed and acceleration are very important factors. Acceleration can be important for moving out from behind cover to take a quick shot and then getting back to cover. Movement of your tank in World of Tanks is critical to survival. Whether you’re trying to out-race the enemy to a favored covering location or trying to get away from trouble, top speed and acceleration are very important factors. Acceleration can be important for moving out from behind cover to take a quick shot and then getting back to cover.
  
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 }} }}
 {{panel content toc|title=Aiming|content= {{panel content toc|title=Aiming|content=
?[[image:Ico gun alpha.png|80px|left|{name}]]+[[image:Ico_gun_alpha.png|left|{name}|link=]]
 All about pointing your gun at the enemy and hitting them.  All about pointing your gun at the enemy and hitting them.
 Make sure to read the section about [[#Accuracy_and_Dispersion|Accuracy and Dispersion]] as well. Make sure to read the section about [[#Accuracy_and_Dispersion|Accuracy and Dispersion]] as well.
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 === Manual Aiming === === Manual Aiming ===
 In most cases it is better to aim your gun manually rather than rely on auto-aim, but there are a few factors to consider. Every shell in the game has its own trajectory and flight speed, and you often need to consider them while manually aiming, but since the game does not tell you these parameters, they are best learned from experience.  In most cases it is better to aim your gun manually rather than rely on auto-aim, but there are a few factors to consider. Every shell in the game has its own trajectory and flight speed, and you often need to consider them while manually aiming, but since the game does not tell you these parameters, they are best learned from experience.
? 
?==== Ballistic Trajectory ==== 
?The reticle takes the ballistic trajectory into account, so it will automatically aim a little higher while you hover over a visible target (red outline). However, as soon as you move your aim away from the target, this automatic correction goes away. This is important to consider when leading a moving target, because then you will have to correct your aim for the trajectory yourself. An easy way to know by how much to correct is to first hover the reticle over the target, note how high it aims, and then aim to the same elevation while you lead. While doing that the reticle may adjust to terrain or objects your aim passes over, so you might need to compensate for that as well if the situation arises.  
  
 ==== Leading the Target ==== ==== Leading the Target ====
 [[image:Tactics_movingTarget.png|thumb|400px|Leading the Target|right|link=]] [[image:Tactics_movingTarget.png|thumb|400px|Leading the Target|right|link=]]
?If your target is moving perpendicular to you, you always have to adjust your aim manually. This is also called leading the target. As already mentioned above, when leading the target, you will have to adjust for the ballistic trajectory yourself. Once that is done, factoring in your shell's flight speed, you have to aim where you estimate the target your shell's trajectory intersects with with the target's movement. For example, if your shell flies 1000 m/s on a flat trajectory (e.g. AP shells fired from the 8,8 cm KwK 43 L/71 "long 88" of the [[PzKpfw VI Tiger]]), and your target is 500m away, your shell takes little more than half a second to reach it. If your target is a [[T-50-2]] moving perpendicular to you at 72 km/h, i.e. 20m/s, theoretically you need to aim 10m in front of it to hit it. However, since this is an online game and not reality, you also have to account for network latency, i.e. your ''ping''. If you were playing with 500ms ping (an extremely high ping), then you would have to lead the target by an additional 0.5 seconds of movement. In the example that means you would have to double your lead and aim 20m in front of the target (see also [[#Latency Correction|Latency Correction]] below). +If your target is moving perpendicular to you, you always have to adjust your aim manually. This is also called leading the target. Factoring in your shell's flight speed, you have to aim where you estimate the target your shell's trajectory intersects with with the target's movement. For example, if your shell flies 1000 m/s on a flat trajectory (e.g. AP shells fired from the 8,8 cm KwK 43 L/71 "long 88" of the [[PzKpfw VI Tiger]]), and your target is 500m away, your shell takes little more than half a second to reach it. If your target is a [[T-50-2]] moving perpendicular to you at 72 km/h, i.e. 20m/s, theoretically you need to aim 10m in front of it to hit it.
 + 
 +However, since this is an online game and not reality, you also have to account for network latency, i.e. your ''ping''. If you were playing with 500ms ping (an extremely high ping), then you would have to lead the target by an additional 0.5 seconds of movement. In the example that means you would have to double your lead and aim 20m in front of the target (see also [[#Latency Correction|Latency Correction]] below).
  
 While all that is easy enough with a high velocity gun, it becomes much harder with a low velocity gun like the 105 mm AT Howitzer M3 of the aforementioned [[T82]]. It fires HE shells which fly at a velocity of 311 m/s on a very high trajectory, i.e. they can take several seconds to reach a far away target. The amount you need to lead your target by with such a gun increases accordingly. Naturally, the more you need to lead the more will your aim be off if your target changes its course even slightly. That is something to keep in mind when trying to avoid incoming shots: never be predictable.  While all that is easy enough with a high velocity gun, it becomes much harder with a low velocity gun like the 105 mm AT Howitzer M3 of the aforementioned [[T82]]. It fires HE shells which fly at a velocity of 311 m/s on a very high trajectory, i.e. they can take several seconds to reach a far away target. The amount you need to lead your target by with such a gun increases accordingly. Naturally, the more you need to lead the more will your aim be off if your target changes its course even slightly. That is something to keep in mind when trying to avoid incoming shots: never be predictable.
 +
 +==== Ballistic Trajectory ====
 +The reticle takes the ballistic trajectory into account, so it will automatically aim a little higher while you hover over a visible target (red outline). However, as soon as you move your aim away from the target, this automatic correction goes away. This is important to consider when leading a moving target as described avove, because then you will have to correct your aim for the trajectory yourself. An easy way to know by how much to correct is to first hover the reticle over the target, note how high it aims, and then aim to the same elevation while you lead. While doing that the reticle may adjust to terrain or objects your aim passes over, so you might need to compensate for that as well if the situation arises.
  
 ==== Aiming and Line of Sight ==== ==== Aiming and Line of Sight ====
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 Regardless of elevation there can also be situations where you do have line of sight on the target and can place a shot, but you cannot see the target's red outline. This usually happens if another object is closer to you than the target and your reticle prioritizes the other target instead of the tank you clearly see and want to aim at. You can take the shot regardless, but aiming can be tricky if your reticle also tries to adjust the aim for the closer object. Be particularly careful if the closer object is a friendly tank - many have accidentally been shot in the back by their team mates in such situations. Regardless of elevation there can also be situations where you do have line of sight on the target and can place a shot, but you cannot see the target's red outline. This usually happens if another object is closer to you than the target and your reticle prioritizes the other target instead of the tank you clearly see and want to aim at. You can take the shot regardless, but aiming can be tricky if your reticle also tries to adjust the aim for the closer object. Be particularly careful if the closer object is a friendly tank - many have accidentally been shot in the back by their team mates in such situations.
  
?=== Latency Correction ===+=== Strategic Aiming (SPG) ===
 +[[image:Strategic_aiming_101.jpg|thumb|400px|Strategic Aiming Basics|right|link=]]
 +If your vehicle is a [[Self_Propelled_Guns|self-propelled gun]], then you have a third aiming mode available in addition to the two modes discussed above. By default it is accessed by pressing the Shift key. This view mode is called the Strategic Mode. It gives you a top down view onto a section of the battlefield. You can use your mouse or the cursor keys to move the view around. You can also place the strategic view directly onto a certain battlefield area by holding Ctrl and right clicking the desired location on the minimap.
 + 
 +Unlike in the other view modes, in strategic mode the aiming circle does adjust to terrain elevation and ballistic trajectory. Thus it will usually not be a perfect circle but an oval shape. This helps you judge both the angle of the terrain your target is positioned on and your shell trajectory to the target. The little dot within the aiming circle/oval represents the height adjusted center of your aim.
 + 
 +It takes a little getting used to perfect aiming with self-propelled guns, see the illustration to the right for the basics to get you started.
 + 
 +=== Client vs Server ===
 Shots that fall outside of your aim or go into a completely different direction are usually caused by network or server lag. This can happen because every movement of your aim on your client has to be transmitted to the server first and executed there as well. So regardless of your latency the server aim will always lag slightly behind your aiming on the client. If you press CapsLock + 0 during a battle, your client will show an additional blue reticle which shows the last information the client has received about where the server is currently placing your aim, as well as the size of the aiming circle on the server. Since this is subject to latency as well, it is not entirely accurate either, but if you are having latency related problems it can be a good idea to use the server reticle and wait until server and client reticles match before you fire a shot. Shots that fall outside of your aim or go into a completely different direction are usually caused by network or server lag. This can happen because every movement of your aim on your client has to be transmitted to the server first and executed there as well. So regardless of your latency the server aim will always lag slightly behind your aiming on the client. If you press CapsLock + 0 during a battle, your client will show an additional blue reticle which shows the last information the client has received about where the server is currently placing your aim, as well as the size of the aiming circle on the server. Since this is subject to latency as well, it is not entirely accurate either, but if you are having latency related problems it can be a good idea to use the server reticle and wait until server and client reticles match before you fire a shot.
  
 === Where to aim === === Where to aim ===
?A tank's [[#Armor|armor]] is not uniform. When shooting at an enemy tank, it is always useful to aim for areas with less armor, so called weak spots. Often it is also useful to inflict critical [[#Damage|damage]], e.g. by destroying the tank's tracks and thus immobilizing it, by shooting it's fuel tank to set it on fire, etc. Follow the links for more details.+A tank's [[#Armor|armor]] is not uniform. When shooting at an enemy tank, it is always useful to aim for areas with less armor, so called weak spots. Often it can be helpful to inflict critical [[#Damage|damage]], e.g. by destroying the tank's tracks and thus immobilizing it, by shooting it's fuel tank to set it on fire, etc. Follow the links for more details.
 }} }}
 {{panel content toc|title=Accuracy and Dispersion|content=  {{panel content toc|title=Accuracy and Dispersion|content=
?[[image:BattleMechanicsIcon.png|90px|left|{name}]]+[[image:BattleMechanicsIcon.png|90px|left|{name}|link=]]
 [[image:Standard_deviation_diagram.png|thumb|400px|Standard Deviation Diagram|right|link=]] [[image:Standard_deviation_diagram.png|thumb|400px|Standard Deviation Diagram|right|link=]]
 Every shot you take is dispersed randomly around the center of your aiming reticle, i.e. you will not necessarily hit exactly where you aimed. The actual dispersion amount is based on a Gaussian (normal) distribution curve and depends on your gun and the turret it is mounted to.  Every shot you take is dispersed randomly around the center of your aiming reticle, i.e. you will not necessarily hit exactly where you aimed. The actual dispersion amount is based on a Gaussian (normal) distribution curve and depends on your gun and the turret it is mounted to.
  
 === Gun Accuracy === === Gun Accuracy ===
?The accuracy value for a gun is given in meters at a range of 100m. The value describes the standard deviation σ from the center of your aim. In other words, for a gun with 0.32m [[#How_tank_stats_are_calculated|effective accuracy]] at 100m, 68.27% of all shots will land within 0.32m of the center of your aim at that distance. Dispersion amount increases linearly with distance, i.e. 0.32m effective accuracy at 100m translates to 0.64m at 200m and 1.28m at 400m+The accuracy value for a gun is given in meters at a range of 100m. The value describes 2 standard deviations σ from the center of your aim. In other words, for a gun with 0.32m [[#How_tank_stats_are_calculated|effective accuracy]] at 100m, 95.45% of all shots will land within 0.32m of the center of your aim at that distance. Dispersion amount increases linearly with distance, i.e. 0.32m effective accuracy at 100m translates to 0.64m at 200m and 1.28m at 400m
  
 === Aiming Circle === === Aiming Circle ===
?The outer edge of the aiming circle is about 2.5 times further away from the center of the reticle, 2.4 times for the inner edge. That means for 0.32m effective accuracy at 100m your aiming circle's outer diameter is 1.60m at 100m, or 6.4m at 400m. +The aiming circle is 1.5 times bigger and describes an area of 3 standard deviations σ from the aim point. That means for 0.32m effective accuracy at 100m your aiming circle's outer diameter is 0.96m at 100m, or 3.84m at 400m.
  
?Based on a purely normal distribution that would mean that a small percentage of your shots would fall outside of the aiming circle. However, Overlord stated:+Based on a purely normal distribution that would mean that a very small percentage of your shots would fall outside of the aiming circle. However, in game dispersion is effectively limited to 3 standard deviations, i.e. the size of the aiming circle, and no shots can fall outside of that area.
?: ''Regardless of the range shells are to be distributed within the aiming circle. If they are not it's either a bug or a result of server fault / connection issue.'' [https://forum.worldoftanks.eu/index.php?/topic/703-eu-questions-answers/page__st__3160]+
?Thus it is assumed that dispersion is limited to 2.5 standard deviations σ (or 2.4 σ if the inner edge counts). +
  
 === Client vs Server === === Client vs Server ===

Revision as of 13:17, 15 February 2012

Warning_sign.png This page is a work in progress, Snib was editing it and left halfway through so please do not edit it until it is marked as complete before you contact the user or enough time as passed for the page to be considered abandoned. Use the Discussion page for any relevant input you might have please.

This warning was posted at: 13:17, 15 February 2012 (UTC)


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This WIKI page is to provide you, the player, with as many details as possible of the core Game Mechanics, so that you need not search through the forums for this valuable information. The details of some Game Mechanics are being held "close to the vest" over at Wargaming.net. To the maximum extent possible, we have provided all the data we know about Game Mechanics.