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Revision as of 00:14, 9 April 2012
Grammar fix for Crew Damage section and added link to Penalties section of the Crew page. Capitalized the five crew roles throughout.
Revision as of 23:09, 10 April 2012
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?{{wip|3=[[User:Snib|Snib]] |5=18:11, 7 April 2012 (UTC) }}+{{wip|3=[[User:Snib|Snib]] |5=23:09, 10 April 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 Remaining sections may still contain outdated information.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 1-98 and 156 have been reviewed/rewritten so far. Remaining sections may still contain outdated information.</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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 Team selection for random battles is done according to several parameters. Each battle takes place in a so-called battle tier, and team balancing within this battle tier takes place according to vehicle specific weighting and additional restrictions. Team selection for random battles is done according to several parameters. Each battle takes place in a so-called battle tier, and team balancing within this battle tier takes place according to vehicle specific weighting and additional restrictions.
  
?===Battle Tiers===+ 
 +=== Battle Tiers ===
  
 [[image:MatchmakingChart.png|thumb|500px|Official Matchmaking Chart v0.7.1|right|link=]] [[image:MatchmakingChart.png|thumb|500px|Official Matchmaking Chart v0.7.1|right|link=]]
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?===Vehicle Weight===+=== Vehicle Weight ===
 Once enough candidates for a certain battle tier are found, the matchmaker tries two form two teams from them. For this purpose each vehicle is assigned a certain weight, and the maker-maker tries to keep the weight of both teams as equal as possible. Weighting is performed by vehicle tier and vehicle type, some vehicles are individually weighted, and for some vehicles there are special restrictions. Once enough candidates for a certain battle tier are found, the matchmaker tries two form two teams from them. For this purpose each vehicle is assigned a certain weight, and the maker-maker tries to keep the weight of both teams as equal as possible. Weighting is performed by vehicle tier and vehicle type, some vehicles are individually weighted, and for some vehicles there are special restrictions.
  
 Below are the rules for game version v0.7.2:  Below are the rules for game version v0.7.2:
 +
  
 *'''Weight by Vehicle Tier''' is applied as follows: *'''Weight by Vehicle Tier''' is applied as follows:
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 **Tier 2: 3 **Tier 2: 3
 **Tier 1: 2 **Tier 1: 2
 +
  
 *'''Weight by Vehicle Type''' is applied as follows:  *'''Weight by Vehicle Type''' is applied as follows:
 **All heavy tanks receive 45% extra weight. **All heavy tanks receive 45% extra weight.
 **All SPGs receive 20% extra weight. **All SPGs receive 20% extra weight.
 +
  
 *'''Individual Weights''': *'''Individual Weights''':
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 **T-50-2, VK2801 and Chaffee are weighted like tier 6 tanks. **T-50-2, VK2801 and Chaffee are weighted like tier 6 tanks.
 **The PzKpfw 38H735 (f) "Hotchkiss" is a tier 2 tank with 233% extra weight, with 7 points it is weighted close to a tier 4 tank, but it is in the same battle tier as other tier 2 light tanks. **The PzKpfw 38H735 (f) "Hotchkiss" is a tier 2 tank with 233% extra weight, with 7 points it is weighted close to a tier 4 tank, but it is in the same battle tier as other tier 2 light tanks.
 +
  
 *'''Special Restrictions''' *'''Special Restrictions'''
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 **Currently there are no other restrictions in effect. **Currently there are no other restrictions in effect.
  
?===Vehicle Tier=== 
?Vehicle tier is '''NOT''' taken into consideration when balancing teams. This is a common misconception among players. For example, under the current rules a tier 8 medium can be matched against a tier 7 heavy tank. The tier 8 medium has a matchmaking weight of 40 and the tier 7 heavy tank has a matchmaking weight of 39.15, i.e. nearly the same.  
  
?===Platoons===+=== Vehicle Tier ===
 +Vehicle tier is '''NOT''' taken into consideration when balancing teams. This is a common misconception among players. For example, under the current rules a tier 8 medium can be matched against a tier 7 heavy tank. The tier 8 medium has a matchmaking weight of 40 and the tier 7 heavy tank has a matchmaking weight of 39.15, i.e. nearly the same. The only relevance of vehicle tier is to determine the battle tier.
 + 
 + 
 +=== Platoons ===
 '''IMPORTANT:''' If you are in a [[Battle_Types#Platoons|platoon]], the entire platoon is placed into battles according to the platoon member in the vehicle with the highest [[#Battle_Tiers|battle tier]]. This can produce unwanted results in particular for new players at the lower tiers. For example, a tier 3 SPG can join battles up to battle tier 8, where you will meet up to tier 7 tanks, whereas a tier 3 medium tank on its own can only join battles up to battle tier 6, which includes at most tier 5 tanks. If those two platoon together the SPG will pull the medium tank up into its battle tier, where the tier 3 medium will be hopelessly outclassed. Please take this into account when forming platoons. '''IMPORTANT:''' If you are in a [[Battle_Types#Platoons|platoon]], the entire platoon is placed into battles according to the platoon member in the vehicle with the highest [[#Battle_Tiers|battle tier]]. This can produce unwanted results in particular for new players at the lower tiers. For example, a tier 3 SPG can join battles up to battle tier 8, where you will meet up to tier 7 tanks, whereas a tier 3 medium tank on its own can only join battles up to battle tier 6, which includes at most tier 5 tanks. If those two platoon together the SPG will pull the medium tank up into its battle tier, where the tier 3 medium will be hopelessly outclassed. Please take this into account when forming platoons.
  
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 Apart from these considerations, platoons play no role in matchmaking, the matchmaker does not balance the number of platoons nor do platooned tanks receive special weight anymore. Apart from these considerations, platoons play no role in matchmaking, the matchmaker does not balance the number of platoons nor do platooned tanks receive special weight anymore.
?===Map Restrictions===+ 
 + 
 +=== Map Restrictions ===
 Battles in [[#Battle_Tiers|battle tiers]] 1 and 2 take place on a limited subset of the available maps only. This is done to allow new players to familiarize themselves with these smaller maps while they learn the basics of the game. Also except for Karelia these are the smallest/most compact maps in the game, better suited for the very limited low tier tanks. Battles in [[#Battle_Tiers|battle tiers]] 1 and 2 take place on a limited subset of the available maps only. This is done to allow new players to familiarize themselves with these smaller maps while they learn the basics of the game. Also except for Karelia these are the smallest/most compact maps in the game, better suited for the very limited low tier tanks.
  
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 *[[Ensk]] *[[Ensk]]
  
?All other battle tiers should get a random map distribution, but technical reasons relating to the allocation of server resources cause the three maps above to be the most commonly played maps for all tiers. For as yet unknown reasons also the distribution of other maps does not appear truly random. See this [https://forum.worldoftanks.eu/index.php?/topic/86329- forum thread] for more details.+All other battle tiers should get a random map distribution, but technical reasons relating to the allocation of server resources cause the three maps above to be the most commonly played maps for all tiers. For as yet unknown reasons also the distribution of other maps does not appear truly random. Sometimes the frequency of newly introduced maps is specifically increased by Wargaming. See this [https://forum.worldoftanks.eu/index.php?/topic/86329- forum thread] for more details on actual map distribution in random battles.
 }} }}
 {{panel content toc|title=Tank Stats|content= {{panel content toc|title=Tank Stats|content=
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 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. 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 modifiers, 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 modifiers, 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_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: 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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 A progressive stat is, for example, your view range, which increases as your Commander's skill level increases. A progressive stat is, for example, your view range, which increases as your Commander's skill level increases.
  
?Note that only stats that depend on actual crew interaction are affected by crew skill. Your tank will not get thicker armor or become heavier with more experienced crew. Also while a better Loader will make your gun reload faster, he will not influence the speed with which [[Automatic_Loader#Automatic_Cannon|automatic cannons]] or [[Automatic_Loader|automatic loading guns]] fire the shells in their magazines, because, as the name indicates, that part of the process is automatic. The Loader does come back into play when reloading auto-cannon magazines, however.+Note that only stats that depend on actual crew interaction are affected by crew skill. Your tank will not get thicker armor or become heavier with more experienced crew. Also while a better Loader will make your gun reload faster, he will not influence the speed with which [[Automatic_Loader#Automatic_Cannon|automatic cannons]] or [[Automatic_Loader|automatic loading guns]] fire the shells in their magazines, because, as the name indicates, that part of the process is automatic. The Loader does come back into play when reloading the magazines, however.
  
 Note further that the values displayed in game are just approximations because the actual values are either rounded to the nearest integer or only the integer part is shown without any rounding. This is not only inconsistent, but also means that since 0.7.2 you can unfortunately only calculate an approximation of your effective stats based on what is shown in game. Note further that the values displayed in game are just approximations because the actual values are either rounded to the nearest integer or only the integer part is shown without any rounding. This is not only inconsistent, but also means that since 0.7.2 you can unfortunately only calculate an approximation of your effective stats based on what is shown in game.
  
?===Increasing Stats past 100% primary crew skill===+ 
 +=== Increasing Stats past 100% primary crew skill ===
 Apart from advancing your crew's [[Crew#Qualifications|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:
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 *You can buy [[equipment]] for credits that gives a direct bonus to specific tank stats. For example, Coated Pptics provide a 10% bonus to view range, and a Gun Rammer provides 10% bonus to reload time.  *You can buy [[equipment]] for credits that gives a direct bonus to specific tank stats. For example, Coated Pptics provide a 10% bonus to view range, and a Gun Rammer provides 10% bonus to reload time.
 *There are also credit or [[Gold_Economy|gold]] bought [[consumables]] that provide a bonus to engine power and turret traverse. *There are also credit or [[Gold_Economy|gold]] bought [[consumables]] that provide a bonus to engine power and turret traverse.
 +
  
 ;Bonus to Crew Skills: ;Bonus to Crew Skills:
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?===Examples===+=== Examples ===
 Let's go through a few examples to make it clearer or confuse you more, as the case may be. Hopefully you like math! Let's go through a few examples to make it clearer or confuse you more, as the case may be. Hopefully you like math!
 +
  
 ;Easy example ;Easy example
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 *That means your Commander cannot see any tank further away than 206m even if it is right in front of you and shooting at you. Keep that in mind and make sure you train those crews! *That means your Commander cannot see any tank further away than 206m even if it is right in front of you and shooting at you. Keep that in mind and make sure you train those crews!
 *You decide to remedy the situation immediately by equipping Binoculars [[equipment]] that you had available and which give a 25% bonus to view range. You calculate ''206m * 1.25 = 257.5m''. There you go, marked improvement, but only while your hull does not move for at least 3 seconds. *You decide to remedy the situation immediately by equipping Binoculars [[equipment]] that you had available and which give a 25% bonus to view range. You calculate ''206m * 1.25 = 257.5m''. There you go, marked improvement, but only while your hull does not move for at least 3 seconds.
 +
  
 ;Advanced example ;Advanced example
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 *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.
 +
  
 ;Difficult example ;Difficult example
 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 Autoloaders 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 AutoLoaders 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_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% *[[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.
?}} 
?{{panel content toc|title=Crew Skills|content= 
?''See the main article about'' [[Crew]] 
 }} }}
 {{panel content toc|title=Experience and Credits|content= {{panel content toc|title=Experience and Credits|content=
 Gaining experience and credits is one of your primary goals in World of Tanks. Experience is used to research new modules and tanks and to progress your [[Crew|crew]], while credits can be used to pay for new modules and tanks, [[equipment]], [[consumables]] and [[Ammo|ammunition]], [[Crew#Training.2FRetraining|crew training/retraining]] as well as temporary camouflage patterns.  Gaining experience and credits is one of your primary goals in World of Tanks. Experience is used to research new modules and tanks and to progress your [[Crew|crew]], while credits can be used to pay for new modules and tanks, [[equipment]], [[consumables]] and [[Ammo|ammunition]], [[Crew#Training.2FRetraining|crew training/retraining]] as well as temporary camouflage patterns.
  
?===Tank Experience and Credits===+ 
 +=== Tank Experience and Credits ===
 Experience and credits are gained in all [[Battle_Types|battle types]] except training battles for the following actions:  Experience and credits are gained in all [[Battle_Types|battle types]] except training battles for the following actions:
  
?<table width="85%" border="1" cellpadding="6" cellspacing="0" style="empty-cells:hide;" >+<table width="85%" border="1" cellpadding="6" cellspacing="0" style="empty-cells:hide;margin-top:15px;margin-left:25px;" >
  <tr>  <tr>
  <th width="20%"></th>  <th width="20%"></th>
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 # No bonus experience for a draw or a lost battle. # No bonus experience for a draw or a lost battle.
 # A specific bonus for "killing all enemy tanks" does not exist, but as listed above, the entire team receives more XP the more more damage to enemy tanks is inflicted by the team. # A specific bonus for "killing all enemy tanks" does not exist, but as listed above, the entire team receives more XP the more more damage to enemy tanks is inflicted by the team.
 +
  
 === Free Experience === === Free Experience ===
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 Additionally, you can use [[Gold_Economy|gold]] to convert vehicle specific experience to free experience. The vehicle must be elite, i.e. fully researched.  Additionally, you can use [[Gold_Economy|gold]] to convert vehicle specific experience to free experience. The vehicle must be elite, i.e. fully researched.
 +
  
 === Crew Experience === === Crew Experience ===
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 The following sections explore each of these terms and other relevant factors in detail. The following sections explore each of these terms and other relevant factors in detail.
 +
  
 === Draw Distance === === Draw Distance ===
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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 [[#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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 **In [[#Arcade_View|Arcade View]] and [[#Sniper_View|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 [[#Arcade_View|Arcade View]] and [[#Sniper_View|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|Strategic View]], all tracers are shown that originate from within your strategic view port. **In [[#Strategic_View|Strategic View]], all tracers are shown that originate from within your strategic view port.
 +
  
 === View Range === === View Range ===
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 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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 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. 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 ===
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 ==== Spotting Duration ==== ==== 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 [[Crew#Perks|perk]], which is supposed to be introduced in v0.7.2, is meant to extend this duration further. 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 [[Crew#Perks|perk]], which is supposed to be introduced in v0.7.2, is meant to extend this duration further.
 +
  
 === Camouflage === === Camouflage ===
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 Let's look at the different elements of that equation in detail: Let's look at the different elements of that equation in detail:
 +<blockquote>
 ;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.
  
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 * 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.  * 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. * 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:<br /> No camouflage bonus is provided by:<br />
 * Fallen trees * Fallen trees
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 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|visibility checkpoints]] in the direction of the spotting tank's [[#View Range Ports|view range ports]] for the bonus to apply. 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|visibility checkpoints]] in the direction of the spotting tank's [[#View Range Ports|view range ports]] for the bonus to apply.
 +</blockquote>
 +
  
 ==== Examples ==== ==== Examples ====
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 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:
  
?First example: 400 - (400 - 50) * 0.9291 = 74.81m spotting range.+''First example:'' 400 - (400 - 50) * 0.9291 = 74.81m spotting range.
 + 
 +''Second example:'' 400 - (400 - 50) * 0.2079 = 319.04m spotting range.
  
?Second example: 400 - (400 - 50) * 0.2079 = 319.04m spotting range. 
  
 ==== Tips ==== ==== Tips ====
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 *Baiting the enemy to shoot you can be an effective tactic to light them up because of the camouflage reduction while shooting. *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|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. *As long as you are outside of 445m [[#Maximum_Spotting_Range|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 === === Radio Range ===
 [[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_Training_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 (also called signal 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:
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 * Any vehicles (friend or foe) spotted by you. * 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. * Any vehicles (friend or foe) spotted by a friendly vehicle that is within your combined radio ranges.
 +
  
 '''Example:''' '''Example:'''
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 [[image:Ico_engine_alpha.png|left|{name}|link=]] [[image:Ico_engine_alpha.png|left|{name}|link=]]
 Movement of your tank in World of Tanks is critical not only to reach advantageous locations or to retreat from disadvantageous ones, but also and in particular while figthing other tanks to increase your effective [[#Armor|armor]] or avoid shots entirely. For all this, several  Movement of your tank in World of Tanks is critical not only to reach advantageous locations or to retreat from disadvantageous ones, but also and in particular while figthing other tanks to increase your effective [[#Armor|armor]] or avoid shots entirely. For all this, several
 +
  
 === Engine Power & Acceleration === === Engine Power & Acceleration ===
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 Other factors that play a role are your [[suspension]]'s [[#Terrain_Resistance|terrain resistance]] and the terrain type and elevation you are driving on. Note that the different types of Enhanced Suspension equipment provide no bonus to your vehicle's driving performance. Other factors that play a role are your [[suspension]]'s [[#Terrain_Resistance|terrain resistance]] and the terrain type and elevation you are driving on. Note that the different types of Enhanced Suspension equipment provide no bonus to your vehicle's driving performance.
  
?=== Top Speed === 
?A common misconception is that the listed forward/reverse speed of your tank is an indication of the speed your tank should drive at. That is not the case. Instead, this stat indicated the speed limit of your tank's transmission system. It is a hard limit on the speed you can achieve and even driving down a steep hill will not allow you to exceed it. While there are some tanks which can reach their speed limit on flat ground, other tanks can only reach it on a downhill slope and some may never reach theirs at all. 
? 
?=== Hull Traverse Speed === 
?The hull traverse speed or turn rate of your tank defines how fast your tank can turn its hull. It depends on the installed [[suspension]] and your [[Battle_Mechanics#Acceleration|acceleration]]. Just like top speed, the value displayed in game on the suspension module does not represent your actual traverse speed but defines the maximum rated traverse speed for that suspension. 
? 
?Note that some tanks can traverse their hull on the spot (pivot) while others can only do it while driving forwards or backwards. 
  
 === Terrain Resistance === === Terrain Resistance ===
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 The exact amount of this degradation is a property of the suspension installed to your tank but is not displayed in game. Wider tracks do not necessarily provide better handling on soft ground, e.g. the Chaffee has by far the best off-road performance despite also having the narrowest tracks of the dedicated tier 5 light scout tanks. For all tanks, if a suspension upgrade is available, it always comes with better performance on some or all types of terrain, i.e. less terrain resistance. The exact amount of this degradation is a property of the suspension installed to your tank but is not displayed in game. Wider tracks do not necessarily provide better handling on soft ground, e.g. the Chaffee has by far the best off-road performance despite also having the narrowest tracks of the dedicated tier 5 light scout tanks. For all tanks, if a suspension upgrade is available, it always comes with better performance on some or all types of terrain, i.e. less terrain resistance.
 +
 +
 +=== Top Speed ===
 +A common misconception is that the listed forward/reverse speed of your tank is an indication of the speed your tank should drive at. That is not the case. Instead, this stat indicated the speed limit of your tank's transmission system. It is a hard limit on the speed you can achieve and even driving down a steep hill will not allow you to exceed it. While there are some tanks which can reach their speed limit on flat ground, other tanks can only reach it on a downhill slope and some may never reach theirs at all.
 +
 +
 +=== Hull Traverse Speed ===
 +The hull traverse speed or turn rate of your tank defines how fast your tank can turn its hull. It depends on the installed [[suspension]] and your [[Battle_Mechanics#Acceleration|acceleration]]. Just like top speed, the value displayed in game on the suspension module does not represent your actual traverse speed but defines the maximum rated traverse speed for that suspension.
 +
 +Note that some tanks can traverse their hull on the spot (pivot) while others can only do it while driving forwards or backwards.
 }} }}
 {{panel content toc|title=Aiming|content= {{panel content toc|title=Aiming|content=
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 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.
 +
  
 === Automatic Aiming === === Automatic Aiming ===
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 Note that auto-aim will keep aiming at the target as long as it remains visible to you, even if it is behind a rock, a house, or a friendly tank. That does not mean you should actually shoot at it in these situations - sounds like a stating the obvious, but it happens all the time, in particular with newer players. Note that auto-aim will keep aiming at the target as long as it remains visible to you, even if it is behind a rock, a house, or a friendly tank. That does not mean you should actually shoot at it in these situations - sounds like a stating the obvious, but it happens all the time, in particular with newer players.
 +
  
 === Manual Aiming === === Manual Aiming ===
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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.
 +
  
 === Strategic View (SPG) === === Strategic View (SPG) ===
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 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. 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 === === 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. The server reticle is not displayed while Automatic Aiming is engaged. 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. The server reticle is not displayed while Automatic Aiming is engaged.
 +
  
 === Where to aim === === Where to aim ===
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 [[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 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 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 ===
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 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. 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.
 +
  
 === Accuracy Penalties === === Accuracy Penalties ===
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 With 0.7.2 several crew [[Crew#Skills|skills]] and [[Crew#Perks|perks]] have become available to reduce most of these penalties. With 0.7.2 several crew [[Crew#Skills|skills]] and [[Crew#Perks|perks]] have become available to reduce most of these penalties.
 +
  
 === Client vs Server === === Client vs Server ===

Revision as of 23:09, 10 April 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: 23:09, 10 April 2012 (UTC)

WiP Status: Sections 1-98 and 156 have been reviewed/rewritten so far. Remaining sections may still contain outdated information.
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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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