Welcome to Wargaming.net Wiki!
Variants
In other languages
/
Battle Mechanics

Difference between revisions of "Battle Mechanics"

Jump to: navigation, search
Revision as of 20:19, 28 March 2012Revision as of 21:57, 28 March 2012
Line 1:Line 1:
?{{wip|3=[[User:Snib|Snib]] |5=20:19, 28 March 2012 (UTC) }}+{{wip|3=[[User:Snib|Snib]] |5=21:57, 28 March 2012 (UTC) }}
 <div style="font-size:+1;font-weight:bold;text-align:center;">WiP Status: Sections 1-9 and 16 have been reviewed/rewritten so far. Remaining sections may still contain outdated information.</div> <div style="font-size:+1;font-weight:bold;text-align:center;">WiP Status: Sections 1-9 and 16 have been reviewed/rewritten so far. Remaining sections may still contain outdated information.</div>
  
Line 85:Line 85:
 [[image:Tank_stats_chart.png|right]] [[image:Tank_stats_chart.png|right]]
  
?The performance of your tank depends directly on the qualification of its crew. Each crew member is fulfilling one or several [[Crew#Roles|roles]] in your tank and the performance of your tank in those areas depends on their effective [[Crew#Primary_Skills|primary skill]] levels. For example, reload time depends on the loader's skill. Since the commander provides 10% of his own skill level as a [[Crew#Bonuses|bonus]] to each crew member, he is also relevant for every stat of your tank. If you have more than one crew member responsible for the same stat (e.g. two loaders), then the average of their [[Crew#Effective_Skill_Level|effective skill levels]] will be used to calculate the effective stat. Refer to the [[Crew#Roles|Crew]] page about for more details about which crew member affects which stat of your tank.+The performance of your tank depends directly on the qualification of its crew. Each crew member is fulfilling one or several [[Crew#Roles|roles]] in your tank and the performance of your tank in those areas depends on their effective [[Crew#Qualifications|primary skill]] levels. For example, reload time depends on the loader's skill. Since the commander provides 10% of his own skill level as a [[Crew#Bonuses|bonus]] to each crew member, he is also relevant for every stat of your tank. If you have more than one crew member responsible for the same stat (e.g. two loaders), then the average of their [[Crew#Effective_Skill_Level|effective skill levels]] will be used to calculate the effective stat. Refer to the [[Crew#Roles|Crew]] page about for more details about which crew member affects which stat of your tank.
  
 ===How tank stats are calculated=== ===How tank stats are calculated===
Line 102:Line 102:
  
 ===Increasing Stats past 100% primary crew skill=== ===Increasing Stats past 100% primary crew skill===
?Apart from advancing your crew's [[Crew#Primary_Skills|Major Qualification]] to 100% skill level, you can advance your tank's performance further as follows:+Apart from advancing your crew's [[Crew#Qualifications|Major Qualification]] to 100% skill level, you can advance your tank's performance further as follows:
  
 ;Bonus to Tank Stats: ;Bonus to Tank Stats:
Line 111:Line 111:
 ;Bonus to Crew Skills: ;Bonus to Crew Skills:
 *Brothers-in-Arms is a [[Crew#Perk|perk]] that increases every skill level of every crew member by 5 as long as it is active for all crew members. *Brothers-in-Arms is a [[Crew#Perk|perk]] that increases every skill level of every crew member by 5 as long as it is active for all crew members.
?*Improved Ventilation is a credit bought [[equipment]] for close-topped tanks only that increases the skill level of the [[Crew#Primary_Skills|primary skill]] and non-role specific [[Crew#Secondary_Skills|secondary skills]] of every crew member by 5, i.e. effectively +5 for the commander and +5.5 for his crew. This bonus is displayed in your garage screen when you mouse over each crew member, but the displayed numbers are rounded to the nearest integer.+*Improved Ventilation is a credit bought [[equipment]] for close-topped tanks only that increases the skill level of the [[Crew#Qualifications|primary skill]] and non-role specific [[Crew#Skills_and_Perks|secondary skills]] of every crew member by 5, i.e. effectively +5 for the commander and +5.5 for his crew. This bonus is displayed in your garage screen when you mouse over each crew member, but the displayed numbers are rounded to the nearest integer.
 *Chocolate/Rations/Cola/Coffee are [[Gold_Economy|gold]] bought [[consumables]] that equally increase every skill level of every crew member, but by 10, i.e. effectively +10 for the commander and +11 for his crew. This bonus is not displayed in your garage screen. *Chocolate/Rations/Cola/Coffee are [[Gold_Economy|gold]] bought [[consumables]] that equally increase every skill level of every crew member, but by 10, i.e. effectively +10 for the commander and +11 for his crew. This bonus is not displayed in your garage screen.
  
Line 131:Line 131:
 You just bought your stock [[Marder II]] with a 75% crew and want to know how fast it reloads. You just bought your stock [[Marder II]] with a 75% crew and want to know how fast it reloads.
 *The garage stat shown for rate of fire is 26.25 rounds per minute. Since you want the actual reload time, you calculate 60s/26.25 = 2.286s reload time for every shot. *The garage stat shown for rate of fire is 26.25 rounds per minute. Since you want the actual reload time, you calculate 60s/26.25 = 2.286s reload time for every shot.
?*[[Crew#Roles|Responsible]] for that is the loader. The [[Marder II]] does not have a separate loader, instead the gunner is loading the gun himself. What is his [[Crew#Effective_Skill_Level|effective skill level]]? His [[Crew#Primary_Skills|primary skill]] level is 75%. But we must not forget the [[Crew#Bonuses|commander's bonus]]. The commander's skill level is also 75%. So we calculate ''75% (loader) + 75% (commander) * 0.1'' (in a case like this where commander and crew have the same skill level you can also simply calculate ''75% * 1.1'') and obtain the [[Crew#Effective_Skill_Level|effective skill level]] of our loader at 82.5%.+*[[Crew#Roles|Responsible]] for that is the loader. The [[Marder II]] does not have a separate loader, instead the gunner is loading the gun himself. What is his [[Crew#Effective_Skill_Level|effective skill level]]? His [[Crew#Qualifications|primary skill]] level is 75%. But we must not forget the [[Crew#Bonuses|commander's bonus]]. The commander's skill level is also 75%. So we calculate ''75% (loader) + 75% (commander) * 0.1'' (in a case like this where commander and crew have the same skill level you can also simply calculate ''75% * 1.1'') and obtain the [[Crew#Effective_Skill_Level|effective skill level]] of our loader at 82.5%.
 *Reload time is a degressive stat. Thus we calculate ''2.286s * 0.875 / (0.00375 * 82.5 + 0.5)''. We obtain as a result our effective (rounded) reload time of 2.47s. *Reload time is a degressive stat. Thus we calculate ''2.286s * 0.875 / (0.00375 * 82.5 + 0.5)''. We obtain as a result our effective (rounded) reload time of 2.47s.
 *We can also calculate rate of fire. Since that is progressive we go ''26.25 / 0.875 * (0.00375 * 82.5 + 0.5)'', i.e. our stock Marder II has a (rounded) rate of fire of 24.28 with a 75% crew. *We can also calculate rate of fire. Since that is progressive we go ''26.25 / 0.875 * (0.00375 * 82.5 + 0.5)'', i.e. our stock Marder II has a (rounded) rate of fire of 24.28 with a 75% crew.

Revision as of 21:57, 28 March 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: 21:57, 28 March 2012 (UTC)

WiP Status: Sections 1-9 and 16 have been reviewed/rewritten so far. Remaining sections may still contain outdated information.
BattleMechanicsIcon.png

WoTBanner.png
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.

Contents

{{panel content toc|title=Visibility|content=

{name}

Not everything that happens in the game world will be visible to you at all times. Game mechanics and technical limitations alike limit what you can see at any given moment. The main reason for technical limitations is server performance. We are told the current spotting system costs 30% of the server resources needed for a battle.


We need to distinguish three main terms that often get confused by players:

  • Draw Distance - a technical limitation to being able to see tanks and other objects in the 3D world. Maximum is 707m.
  • Spotting Range - the game mechanics limitation to spotting, i.e. "lighting up" a target yourself. Maximum is 445m.
  • View Range - a tank specific value only used for calculating spotting range, without any relevance of its own. No theoretical maximum.

The following sections explore each of these terms and other relevant factors in detail.

Draw Distance

Draw Distance is the maximum distance at which objects are drawn on your screen by the rendering engine. The bigger the draw distance, the more computing power is required both for client and server. The rendering engine used by World of Tanks sees the world as cubes. The map itself is a cube, and every object within that map cube is drawn within an invisible cube centered on and aligned to your view point. Everything near the boundaries of this cube starts to fade into a distance fog and everything outside of the boundaries is entirely invisible to you. This cube is your draw distance.

Draw Distance Setting

Draw distance can be limited in Game Settings->Graphics via the "Draw Distance" parameter that allows you to choose from the following three options:

  • High: Maximum allowable draw distance (this is defined separately for each map, usually 1600m x 1600m x 1600m)
  • Medium: 1100m x 1100m x 1100m
  • Low: 900m x 900m x 900m

Needless to say, there is absolutely no good reason to limit draw distance via this option, always set this to high!

Server Horizon
  • Even with your draw distance set to high, dynamic objects (i.e. spotted enemy vehicles, terrain destruction, tracers) may remain invisible to you. This is because the server decides whether to send information about dynamic objects to you based on whether they are within the boundaries of a separate 1000m x 1000m x 1000m cube centered on your tank but aligned to the map boundaries regardless of your view point. Every vehicle outside of that server cube will always be invisible to you in the default Arcade View or in Sniper View regardless of your draw distance setting.
  • If a tank would be visible for you on the server, but you lowered your draw distance such that you cannot actually see it, the user interface will nevertheless draw the respective vehicle marker, it will appear above the invisible vehicle when you press Alt (using the default UI; using UI Modifications can make it constantly visible). You will however not see the tank or its outline.
  • Self-Propelled Guns have another view mode available to them, the so called Strategic View, giving them a top down view on the battlefield. The server will also send information about all dynamic objects to your client that lie within that view port.
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 Radio Range discussed below.

Shell Tracers

For the visibility of shell tracers there are some special rules:

  • Tracers from friendly 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:
    • 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. [1] In the following illustration, you will only be able to see the red tracer in the first two cases:
      Tracers_arcage.jpg
    • In strategic view, all tracers are shown that originate from within your strategic view port.

View Range

View Range is the theoretical maximum distance that your vehicle's commander (not you!) can see, and depends on the vehicle's turret, the commander's effective skill level as well as the usage of view range 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. It is not to be confused with draw distance, nor does it have any influence thereon.

Note that unlike what the in game description of the view range enhancing equipment indicates, there is no 500m limitation. View range is unlimited. The better your view range, the better your spotting range, at any range.

The maximum possible view range you can currently (v0.7.2) achieve in game is 570m with a Patton and 100% commander, Brothers in Arms [[Crew#Skills|skill], Improved Ventilation equipment, Binoculars equipment and Case of Cola premium consumable.

Spotting Range

Spotting Range is the maximum distance at which you will detect/spot an enemy tank if you have line of sight.

Minimum Spotting Range

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

You will never spot a vehicle further away than 445m.

Note that unlike draw distance limits, spotting range limits are the same in all directions (think of a virtual bubble instead of a cube).

Calculating Spotting Range

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 the spotting range is calculated invidiually according to the following formula:

Equation_spottingRange.png

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 to you unless spotted by another vehicle on your team that you are in radio communication with.

See above for how effective view range can be calculated. Camouflage mechanics are explained below, as far as they are known.

Spotting Mechanics

To determine whether you have line of sight to a vehicle within your 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 [[[#Visibility_Checkpoints|visiblility checkpoints]] of the target vehicle.

If a vision ray is 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. Important to know is that both the vehicle being spotted as well as other vehicles from other players are fully transparent as far as spotting mechanics go.

If no vision rays reach their target, you will not spot it. But if at least one of the six vision rays reaches the target, you will spot the vehicle and it will light up if it was previously hidden. At this point it makes no difference if any of the other visions rays would reach their target as well because.

View Range Ports

Each tank has two View Range Ports as shown in this illustration:

View_range_ports.png

  • Static View Range Port: A static location on the tank model, placed on its highest elevation and centered there.
  • Dynamic View Range Port: Located where gun is mounted to the turret, dynamically moves along with the turret.

In general, the two view range ports take turns every 2 seconds, i.e. every 2 seconds visibility checks are performed using the respective other view range port.

Visibility Checkpoints

Each tank has six Visibility Checkpoints distributed across the tank as shown in this illustration:

Visibility_checkpoints.png

  1. Top, Middle of Turret (same location as Static View Range Port)
  2. Gun Mount (same location as Dynamic View Range Port)
  3. Front, Center of Hull
  4. Rear, Center of Hull
  5. Right Side, Middle of Turret
  6. Left Side, Middle of Turret

Rate of Visibility Checks

You will not necessarily spot an enemy tank as soon as you have line of sight on it. The rate of visibility checks is limited as follows:

  • within 50 m range - every 0.1 sec
  • within 150 m range - every 0.5 sec
  • within 270 m range - every 1.0 sec
  • within 445 m range - every 2.0 sec

NOTE: While Overlord confirmed the above as still correct for 0.7.1, US community manager Vallther claimed on 23 January 2012 that the frequency of the visibility checks depends "a lot on the map" and that he "requested a total check from Q&A regarding the matter". [2]

The rate limitation on visibility checks means that it is entirely possible that a hidden tank moves out of cover right after a visibility check, shoots you, and returns back into cover right before the next visibility check, thus never getting spotted and staying hidden. This can also lead to fast tanks getting spotted only closer to you than your spotting range would normally allow - at a maximum speed of 72 km/h a tank can cross 40m between spotting checks past 270m range.

Spotting Duration

Once spotted, a vehicle stays lit up for a minimum duration of 5 seconds which can extend up to 10 seconds after the spotter moves out of spotting range or gets destroyed. Exact duration seems to be random, tanks spotted right next to each other may stay lit up for different durations. The Nemesis perk, which is supposed to be introduced in v0.7.2, is meant to extend this duration further.

Camouflage

One factor when calculating spotting range is the camouflage factor of the vehicle to be spotted. The higher the target's camouflage factor, the shorter the spotting range.

Calculating the Camouflage Factor

The camouflage factor is calculated as follows:

Equation_camofactor.png

The camoFactor cannot exceed a value of 1, so if the equation results in a higher value camoFactor is set to 1.

Let's look at the different elements of that equation in detail:

baseCamo
Every vehicle in game comes with a base camouflage value assigned to it by the developers as part of game balancing. The value is defined separately for moving and for standing still. The baseCamo value is generally lower while moving the hull than while standing still, but for some tanks including most light tanks the values are equal for both states, which is a big advantage for dedicated scout tanks.

The baseCamo values are not shown in game but can be calculated based on the spotting range formula and the formula for the camouflage factor explained here. Allow for a certain margin of error because of differences in the distance display in game and the distance between visibility checkpoints and view range ports plus the fact that in game distance is only shown in 1 meter steps. A near complete list of measured values with different precisions can currently be found in this table.

Note that some fan sites display base camo values dating from the v0.6.2.8 closed beta game client. Nearly all of these values are outdated by now, you should ignore them.
camoSkill
This is your crew's effective skill level for the Camouflage skill.
camoNet
This is the camouflage bonus provided by Camouflage Net equipment, if installed and active (you must have been standing without moving your hull for at least 3 seconds). It currently provides a bonus of 25%, i.e. the coefficent is 1.25.
camoAtShot
This is another value defined by the developers for tank/turret/gun combination individually as part of game balancing. The same gun can have a different value on different tanks (or theoretically even on different turrets on the same tank, although no example is known of that). Gun caliber or existence of a muzzle break on the gun have no influence on this value.

The value is not displayed in game, but can be determined through testing in the same way as the baseCamo value (see above). The value is on average around 25%.
environmentCamo
Environment Camouflage Schema
You can use the different objects on the map to provide additional cover. Solid objects like terrain elevations, rocks houses, or other static objects on the map cannot be seen through and thus always provide 100% camouflage, i.e. you will not be spotted. But also half-transparent objects provide a bonus. As soon as you fire your gun, the camouflage bonus provided by transparent objects in a 15m radius around your tank is reduced to 30% of the original value. Objects furter away are unaffected.

Bushes and trees have been tested to add up to 0.64 additional camouflage, depending on the type of bush/tree. See the following table for some bushes and trees that have been tested in v0.7.1:

TypeenvironmentCamo
dense bush on Arctic Region0.64
bush on Malinovka0.62
bush-pine on Arctic Region0.62
bush on Ensk0.62
bush on El Halluf0.62
sparse bush on Arctic Region0.35
pine tree on Malinovka0.64
tree on Ensk, slightly off-ground0.56
pine on Arctic Region, slightly off-ground0.53

Environment camouflage bonuses stack, but special rules apply when firing your gun:
  • In the illustration to the right, each bush provides the same environment camouflage bonus X. Since these bonuses stack, tank 1 has an environmentCamo value of 3 * X.
  • However, as soon as tank 1 fires its gun, the environment bonuses within the 15m radius do no longer stack. Instead, only the bonus from the bush with the highest camouflage bonus is taken into account. In addition, the bonus from that bush is reduced to 30% of its original value, so 0.3 * X. Bonuses from environment outside of the 15m radius stack as usual. Thus, while firing tank 1 has an environment camouflage bonus of 0.3 * X + X = 1.3 * X.

No camouflage bonus is provided by:

  • Fallen trees
  • Player tanks (dead or alive)
  • Grass
  • Camouflage patterns you can buy in game for gold or rent for credits
  • Anything else

Note that your tank does not need to be fully hidden to take advantage of an environment camouflage bonus, the environment only needs to cover all of your visibility checkpoints in the direction of the spotting tank's view range ports for the bonus to apply.

Examples

Let's look at an example to see how it all comes together.

Say our spotting target has a baseCamo coefficient of 25% or 0.25 while standing still and 15% or 0.15 while moving the hull. The camoAtShot factor is 25% or 0.25 as well. The entire crew of 5 has 100% camo skill and the commander has 100% primary skill level. Improved Ventilation equipment is installed in addition to a Camouflage Net. Our tank is sitting completely inside of a dense bush and has not been moving for more than 3 seconds.

The camouflage factor is:

0.25 * (0.00375 * (100 + 5 + (100 + 5 + 105 * 0.1) * 4) / 5 + 0.5) * 1.25 + 0.64 = 0.9291 (92.91%)

As soon as our tank starts moving out of the bush, the camouflage factor is as follows:

0.15 * (0.00375 * (100 + 5 + (100 + 5 + 105 * 0.1) * 4) / 5 + 0.5) = 0.2313 (23.13%)

Should the calculation of the effective camouflage skill be confusing to you, remember that you need to factor in both the bonus from improved ventilation equipment as well as the Commander bonus.

Now to get a complete spotting example, let's add an example spotter with an effective view range of 400m. Spotting range is calculated as follows:

First example: 400 - (400 - 50) * 0.9291 = 74.81m spotting range.

Second example: 400 - (400 - 50) * 0.2079 = 319.04m spotting range.

Tips

  • A camoFactor of 1 means your tank is invisible up to 50m to any possible spotter.
  • Looking at the equation you can see that everything relating to your tank itself is multiplicative. That means that the higher your vehicle's base camouflage factor, the higher will be the absolute benefits from all other factors, and vice versa. Because of this there is often little use in training camouflage skills or equipping a camouflage net on vehicles with a low base camouflage factors, e.g. high tier artillery pieces.
  • Bushes or standing trees within the 15m diameter become transparent to your view. This helps you determine your distance from them.
  • To maximize your use of camouflage bonus provided by your environment, do not sit inside of bushes while you fire, instead sit more than 15m behind one or even several bushes. This is particularly important for scouts. Firing reveals your position. If you absolutely need to take a shot, e.g. to track your target for your team's artillery, pull back just before you take the shot - your target will stay visible to you even with the bush intransparent for the normal spotting duration. However, don't forget that enemies can see your tracers, so you may see shells homing in on your position despite being invisible to the enemy.
  • Since dedicated scout tanks have the same high base camouflage values while standing still as they do while moving, they are best for reaching forward spotting positions unseen.
  • Baiting the enemy to shoot you can be an effective tactic to light them up because of the camouflage reduction while shooting.
  • As long as you are outside of 445m maximum spotting range you do not need to worry about camouflage, you will be invisible to the enemy team regardless of what you do. The difficulty is knowing whether you are outside of their maximum spotting range - keep paying attention to the minimap as enemy tanks get spotted and memorize their locations/count.

Radio Range

{name}

Each vehicle comes equipped with a radio that allows your radio operator 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 effective radio range and a tank with 500m 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 effective skill level of those crew members responsible for the radio operator role.

If you are in communication 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:

  • Any friendly vehicle within your combined radio ranges.
  • Any vehicles (friend or foe) spotted by you.
  • Any vehicles (friend or foe) spotted by a friendly vehicle that is within your combined radio ranges.

Example:

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. 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 an example of a more complex situation.

}}