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Revision as of 07:04, 11 April 2012Revision as of 14:12, 14 April 2012
fixed typo, incomplete sentence, and removed info about a 0.7.2 MM change that never got implemented
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?{{wip|3=[[User:Snib|Snib]] |5=07:04, 11 April 2012 (UTC) }}+{{wip|3=[[User:Snib|Snib]] |5=14:12, 14 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 Remaining sections may still contain outdated information.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 1-9 and 16 have been reviewed/rewritten so far. Remaining sections may still contain outdated information.</div>
  
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 Battles can take place in thirteen possible different battle tiers. Each vehicle, depending on its performance, is assigned a certain subset of these battle tiers that it is supposed to fight in. Battles can take place in thirteen possible different battle tiers. Each vehicle, depending on its performance, is assigned a certain subset of these battle tiers that it is supposed to fight in.
  
?The official matchmaking chart shows which vehicle belongs to which battle tier. An English version can always be found [https://forum.worldoftanks.eu/index.php?/topic/10168-/ here]. It sometimes takes Wargaming a while to update it after patches, in this case you can refer to the [https://forum.worldoftanks.ru/index.php?/topic/41221- Russian version], which is usually updated much faster. That said, an official match-making chart for 0.7.2 is currently not available. The only changes in 0.7.2 compared to the 0.7.1 chart affected the KV-220, T14 and Churchill tier 5 premium heavy tanks - instead of battle tiers 6-8 these are no only eligible for battle tiers 6-7.+The official matchmaking chart shows which vehicle belongs to which battle tier. An English version can always be found [https://forum.worldoftanks.eu/index.php?/topic/10168-/ here]. It sometimes takes Wargaming a while to update it after patches, in this case you can refer to the [https://forum.worldoftanks.ru/index.php?/topic/41221- Russian version], which is usually updated much faster. That said, an official match-making chart for 0.7.2 is currently not available. The only changes in 0.7.2 compared to the 0.7.1 chart affected the KV-220, T14 and Churchill tier 5 premium heavy tanks - instead of battle tiers 6-8 these are now only eligible for battle tiers 6-7.
  
?The selection of the battle tier you fight in depends on the amount of players available for each battle tier and is otherwise random. Since game version 0.7.2 the match-maker keeps track of the battle tiers your vehicle has been fighting in and ensures that you will not be fighting in the highest battle tier more than three times in a row.+The selection of the battle tier you fight in depends on the amount of players available for each battle tier and is otherwise random.
  
 Players often confuse battle tiers and their vehicle's tier. The two are unrelated. Vehicle tiers are irrelevant for matchmaking. The match maker does not try to match vehicles by vehicle tier. For example, a T92 SPG may be vehicle tier 8, but it is assigned to battle tiers 12 and 13 only, which is out of reach of tier 8 mediums, despite being of the same vehicle tier. Players often confuse battle tiers and their vehicle's tier. The two are unrelated. Vehicle tiers are irrelevant for matchmaking. The match maker does not try to match vehicles by vehicle tier. For example, a T92 SPG may be vehicle tier 8, but it is assigned to battle tiers 12 and 13 only, which is out of reach of tier 8 mediums, despite being of the same vehicle tier.
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 === Draw Distance === === 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 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 Setting
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 * Low: 900m x 900m x 900m * 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! Needless to say, there is absolutely no good reason to limit draw distance via this option, always set this to high!
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 ;Server Horizon ;Server Horizon
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 * 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. * 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. * 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.
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 ;Minimap ;Minimap
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 {{panel content toc|title=Movement|content= {{panel content toc|title=Movement|content=
 [[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.
  
  

Revision as of 14:12, 14 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: 14:12, 14 April 2012 (UTC)

WiP Status: Sections 1-9 and 16 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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