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Revision as of 21:57, 28 March 2012Revision as of 23:53, 28 March 2012
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?{{wip|3=[[User:Snib|Snib]] |5=21:57, 28 March 2012 (UTC) }}+{{wip|3=[[User:Snib|Snib]] |5=23:53, 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 Remaining sections may still contain outdated information.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 Remaining sections may still contain outdated information.<br /><br />Updated for game version 0.7.2 already.</div>
  
 {{panel title|icon=[[image:BattleMechanicsIcon.png|72px|left|link=]]|content= {{panel title|icon=[[image:BattleMechanicsIcon.png|72px|left|link=]]|content=
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 [[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#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.+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_Training_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===
 The stats of your tank as they are shown in the garage or in the tech trees, i.e. the nominal stats, do not necessarily represent your tank's actual performance. In game versions up to 0.7.1.1, they were calculated based on a hypothetical 133.33% effective primary crew skill, which cannot be reached in game. Game version 0.7.2 introduced a change to how the stats are displayed, now they are shown based on 100% effective primary crew skill. However, since all skill modififiers, even the commander's bonus, are ignored, most stats will continue to differ from what is displayed even if you happen to have a 100% crew.  The stats of your tank as they are shown in the garage or in the tech trees, i.e. the nominal stats, do not necessarily represent your tank's actual performance. In game versions up to 0.7.1.1, they were calculated based on a hypothetical 133.33% effective primary crew skill, which cannot be reached in game. Game version 0.7.2 introduced a change to how the stats are displayed, now they are shown based on 100% effective primary crew skill. However, since all skill modififiers, even the commander's bonus, are ignored, most stats will continue to differ from what is displayed even if you happen to have a 100% crew.
  
?You tank's actual performance for each stat can be calculated based on the [[Crew#Effective_Skill_Level|effective skill levels]] of those crew members which are [[Crew#Roles|responsible]] for the operation of that part of the tank, using one of the following two formulae:+You tank's actual performance for each stat can be calculated based on the [[Crew#Effective_Training_Level|effective skill levels]] of those crew members which are [[Crew#Roles|responsible]] for the operation of that part of the tank, using one of the following two formulae:
  
 [[image:Equation_stats.png|link=]] [[image:Equation_stats.png|link=]]
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 *The garage stat shown for view range is 262m *The garage stat shown for view range is 262m
 *Note that actual view range is 262.5m, but the decimals are not shown in game, so your calculations will unfortunately never be quite exact. The following examples are based on the values actually available to you. *Note that actual view range is 262.5m, but the decimals are not shown in game, so your calculations will unfortunately never be quite exact. The following examples are based on the values actually available to you.
?*[[Crew#Roles|Responsible]] for view range is the commander. He has an [[Crew#Effective_Skill_Level|effective skill level]] of 50%.+*[[Crew#Roles|Responsible]] for view range is the commander. He has an [[Crew#Effective_Training_Level|effective skill level]] of 50%.
 *View range is a progressive stat. Thus we calculate ''262m / 0.875 * (0.00375 * 50 + 0.5)''. *View range is a progressive stat. Thus we calculate ''262m / 0.875 * (0.00375 * 50 + 0.5)''.
 *We obtain as a result your effective view range of 206m.  *We obtain as a result your effective view range of 206m.
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 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#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%.+*[[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_Training_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_Training_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.
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 You have advanced in World of Tanks and bought a shiny new [[AMX 50B]]. It is still stock, but you invested some [[Gold_Economy|gold]] into [[Crew#Training.2FRetraining|training]] your crew immediately to 100% skill level. But you ran out of gold so only your Commander and your Gunner got trained to 100%, while you trained the rest of your new crew to 75% with credits. You also installed Improved Ventilation [[equipment]]. What is your rate of fire? You have advanced in World of Tanks and bought a shiny new [[AMX 50B]]. It is still stock, but you invested some [[Gold_Economy|gold]] into [[Crew#Training.2FRetraining|training]] your crew immediately to 100% skill level. But you ran out of gold so only your Commander and your Gunner got trained to 100%, while you trained the rest of your new crew to 75% with credits. You also installed Improved Ventilation [[equipment]]. What is your rate of fire?
 *Unfortunately the in-game stats shown for rate of fire are incorrect for all auto-loaders and automatic guns. Since we do not want to work with incorrect data and also make the example a bit more complicated, let's look at the stats not shown in game. The vehicle's gun has an [[Automatic_Loader|automatic loader]] and can fire 4 shells every 2.5 seconds until the magazine needs to be reloaded, which nominally takes 30 seconds.  *Unfortunately the in-game stats shown for rate of fire are incorrect for all auto-loaders and automatic guns. Since we do not want to work with incorrect data and also make the example a bit more complicated, let's look at the stats not shown in game. The vehicle's gun has an [[Automatic_Loader|automatic loader]] and can fire 4 shells every 2.5 seconds until the magazine needs to be reloaded, which nominally takes 30 seconds.
?*[[Crew#Roles|Responsible]] for that is the loader. The [[AMX 50B]] has three crew members assigned to that role, the Commander, the Gunner and the Radioman. The Commander and the Gunner are at 100% primary skill level, the Radioman is at 75%. So what is the [[Crew#Effective_Skill_Level|effective skill level]] for our calculation? As explained above, we take the average of each crew member's effective skill level, so we need to calculate it for each of them first, add them and then divide by their number: ''100+5=105%'' (commander) + ''100+5+105*0.1=115.5%'' (gunner) + ''75+5+105*0.1=90.5%'' (radioman) / 3. As you can see, it becomes a bit more complicated here, we need to take into account equipment, which crew member receives the commander's bonus and which doesn't. Our calculated [[Crew#Effective_Skill_Level|effective skill level]] is thus 103.67%+*[[Crew#Roles|Responsible]] for that is the loader. The [[AMX 50B]] has three crew members assigned to that role, the Commander, the Gunner and the Radioman. The Commander and the Gunner are at 100% primary skill level, the Radioman is at 75%. So what is the [[Crew#Effective_Training_Level|effective skill level]] for our calculation? As explained above, we take the average of each crew member's effective skill level, so we need to calculate it for each of them first, add them and then divide by their number: ''100+5=105%'' (commander) + ''100+5+105*0.1=115.5%'' (gunner) + ''75+5+105*0.1=90.5%'' (radioman) / 3. As you can see, it becomes a bit more complicated here, we need to take into account equipment, which crew member receives the commander's bonus and which doesn't. Our calculated [[Crew#Effective_Training_Level|effective skill level]] is thus 103.67%
 *Now back to our formula to calculate the actual tank stats. If you paid attention above, you'll know that the 2.5s for revolving the magazine while firing are automatically performed by the tank and not influenced by crew skill. Reloading the magazine, however, depends on the crew. Knowing that, we take the 2.5s as a constant and calculate ''30s * 0.875 / (0.00375 * 103.67 + 0.5) = 29.54s'' as the time it takes to reload a magazine. But we wanted to know rate of fire, i.e. the average amount of shells the tank can shoot every minute. We know the tank takes 28.13s to load and fire the first of four shells and then fires the remaining 3 shells with a 2.5s delay between each shot. Thus we calculate ''60/((28.13s + (4 - 1) * 2.5s)/4'' and finally obtain our answer, our crew allows our tank to fire 6.74 rounds per minute. *Now back to our formula to calculate the actual tank stats. If you paid attention above, you'll know that the 2.5s for revolving the magazine while firing are automatically performed by the tank and not influenced by crew skill. Reloading the magazine, however, depends on the crew. Knowing that, we take the 2.5s as a constant and calculate ''30s * 0.875 / (0.00375 * 103.67 + 0.5) = 29.54s'' as the time it takes to reload a magazine. But we wanted to know rate of fire, i.e. the average amount of shells the tank can shoot every minute. We know the tank takes 28.13s to load and fire the first of four shells and then fires the remaining 3 shells with a 2.5s delay between each shot. Thus we calculate ''60/((28.13s + (4 - 1) * 2.5s)/4'' and finally obtain our answer, our crew allows our tank to fire 6.74 rounds per minute.
 }} }}
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 }} }}
 {{panel content toc|title=Visibility|content= {{panel content toc|title=Visibility|content=
?[[image:CrewRoleCommander.png|left|{name}]]+[[image:CrewRoleCommander.png|left|{name}|link=]]
 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.  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.
  
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 === 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 [[#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]]. It is not to be confused with [[#Draw_Distance|draw distance]], nor does it have any influence thereon.+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_Training_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]]. It is not to be confused with [[#Draw_Distance|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|spotting range]], at any range.  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|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], [[Equipment#Improved_Ventilation|Improved Ventilation]] equipment, [[Equipment#Binoculars|Binoculars]] equipment and [[Consumables#Case_of_Cola|Case of Cola]] premium consumable.+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]], [[Equipment#Improved_Ventilation|Improved Ventilation]] equipment, [[Equipment#Binoculars|Binoculars]] equipment and [[Consumables#Case_of_Cola|Case of Cola]] premium consumable.
  
 === Spotting Range === === Spotting Range ===
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 ;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. <br /><br />The baseCamo values are not shown in game but can be calculated based on the [[#Calculating_Spotting_Range|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|visibility checkpoints]] and [[#View_Range_Ports|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 [https://docs.google.com/spreadsheet/ccc?key=0Au-0ejftw524dEd4a0hURjB3eTV5SE1vX1RBVlJDSlE table].<br /><br />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. ;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. <br /><br />The baseCamo values are not shown in game but can be calculated based on the [[#Calculating_Spotting_Range|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|visibility checkpoints]] and [[#View_Range_Ports|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 [https://docs.google.com/spreadsheet/ccc?key=0Au-0ejftw524dEd4a0hURjB3eTV5SE1vX1RBVlJDSlE table].<br /><br />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 [[Crew#Effective_Skill_Level|effective skill level]] for the Camouflage skill.+;camoSkill: This is your crew's [[Crew#Effective_Training_Level|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.  ;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.
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 :0.15 * (0.00375 * (100 + 5 + (100 + 5 + 105 * 0.1) * 4) / 5 + 0.5) = 0.2313 (23.13%) :0.15 * (0.00375 * (100 + 5 + (100 + 5 + 105 * 0.1) * 4) / 5 + 0.5) = 0.2313 (23.13%)
  
?Should the calculation of the [[Crew#Effective_Skill_Level|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 [[Crew#Bonuses|Commander bonus]].+Should the calculation of the [[Crew#Effective_Training_Level|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 [[Crew#Bonuses|Commander bonus]].
  
 Now to get a complete spotting example, let's add an example spotter with an [[#How_tank_stats_are_calculated|effective view range]] of 400m. [[#Spotting_Range|Spotting range]] is calculated as follows: Now to get a complete spotting example, let's add an example spotter with an [[#How_tank_stats_are_calculated|effective view range]] of 400m. [[#Spotting_Range|Spotting range]] is calculated as follows:
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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|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 [[#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]].+Each vehicle comes equipped with a [[radio]] that allows your [[Crew#Roles|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 [[#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_Training_Level|effective skill level]] of those crew members responsible for the [[Crew#Roles|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: 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:

Revision as of 23:53, 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: 23:53, 28 March 2012 (UTC)

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

Updated for game version 0.7.2 already.
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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.

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