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Revision as of 15:22, 22 April 2012
updated voice messages to 0.7.2 bugs which are still in 0.7.3
Revision as of 22:16, 25 April 2012
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?{{wip|3=[[User:Snib|Snib]] |5=13:22, 17 April 2012 (UTC) }}+{{wip|3=[[User:Snib|Snib]] |5=22:16, 25 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 Remaining sections may still contain outdated information.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 Remaining sections may still contain outdated information.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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 [[image:WoTBanner.png|200px|right]] [[image:WoTBanner.png|200px|right]]
?: This WIKI page is to provide you, the player, with as many details as possible of the core Game Mechanics, so that you need not search through the forums for this valuable information. The details of some Game Mechanics are being held "close to the vest" over at Wargaming.net. To the maximum extent possible, we have provided all the data we know about Game Mechanics. +: This page is to provide you with as many details as possible of the core game mechanics, so that you need not search through the forums for this valuable information. The details of some game mechanics are being held "close to the vest" over at Wargaming.net. To the maximum extent possible, we have provided all the data we know about game mechanics.
  
 __TOC__ __TOC__
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 *'''Special Restrictions''' *'''Special Restrictions'''
 **The number of SPGs in both teams cannot differ by more than 1. This includes the possibility of one team having no SPG and the other having 1. **The number of SPGs in both teams cannot differ by more than 1. This includes the possibility of one team having no SPG and the other having 1.
 +**The total weight of the SPGs on each team cannot differ by more than 25%.
 +**The total weight of the top tier vehicles on each team cannot differ by more than 25%.
 +**It seems in general the weight of the teams does not differ by more than 10%, but whether there is fixed limit is unclear.
 **Currently there are no other restrictions in effect. **Currently there are no other restrictions in effect.
  
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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_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:
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 [[image:Equation_stats.png|link=]] [[image:Equation_stats.png|link=]]
  
?A degressive stat is, for example, your aiming time, which becomes shorter as your Gunner's skill level increases. +A degressive stat is, for example, your aiming time, which becomes shorter as your gunner's skill level increases.
?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 shells from the magazines are chambered automatically. The Loader does come back into play when reloading the magazines, however.+Note that only stats that depend on actual crew interaction are affected by crew skill. Your tank will not get thicker armour 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 shells from the magazines are chambered automatically. 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.
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 === 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:
  
  
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 ;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#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.+*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|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.
  
  
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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_Training_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.
?*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.
  
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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_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%.+*[[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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 ;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.
 }} }}
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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_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.+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 primary skill level]], whether the commander has the [[Crew#Skills|Recon]] skill and the radio operator has the [[Situational Awareness]]skill, 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 nearly 523.99m with a Patton and 100% commander and crew having the [[Crew#Perks|Brothers in Arms]] perk, the commander having 100% [[Crew#Skills|Recon]] skill, the radio operator having 100% [[Crew#Skills|Situational Awareness]] skill, the tank having [[Equipment#Improved_Ventilation|Improved Ventilation]] and [[Equipment#Binoculars|Binoculars]] equipment installed and using [[Consumables#Case_of_Cola|Case of Cola]] premium consumable.
  
  
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 ===== Maximum Spotting Range ===== ===== Maximum Spotting Range =====
?You will never spot a vehicle further away than 445m. +You can never spot a vehicle further away than 445m, the game engine performs no spotting checks past this boundary.
  
 Note that unlike draw distance limits, spotting range limits are the same in all directions (think of a virtual bubble instead of a cube). Note that unlike draw distance limits, spotting range limits are the same in all directions (think of a virtual bubble instead of a cube).
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 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_Range|radio communication]] with. If your spotting range to a vehicle equals or exceeds your distance to that vehicle, and you have line of sight, or if the vehicle is within the minimum spotting range, you will spot it. Otherwise it remains hidden to you unless spotted by another vehicle on your team that you are in [[#Radio_Range|radio communication]] with.
  
?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]].
  
  
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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 [[Crew#Perks|Designated Target]] perk for the gunner extend this duration further.
  
  
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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_Training_Level|effective skill level]] for the Camouflage skill.+;camoSkill: This is your crew's [[Crew#Effective_Training_Level|effective skill level]] for the Camouflage [[Crew#Skills|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 [[Equipment#Camouflage_Net|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. <br /><br />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%. ;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. <br /><br />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%.
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 Let's look at an example to see how it all comes together. 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.+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% [[Crew#Skills|Camouflage skill]] level and the commander has 100% [[Crew#Roles|primary skill]] level. [[Equipment#Improved_Ventilation|Improved Ventilation]] equipment is installed in addition to a [[Equipment#Camouflage_Net|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:  The camouflage factor is:
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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_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]].+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 (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]].+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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 {{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. +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 [[#Armour|armour]] or avoid shots entirely.
  
  
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 === Terrain Resistance === === Terrain Resistance ===
?The terrain resistance, or '''passability'''/'''passing ability''', as Wargaming calls it in their patch notes, describes your suspension's performance (top speed, acceleration, traverse speed) on different types of ground. The performance degrades the softer the ground becomes. The game distinguishes three types of terrain: Hard (Roads, Pavement, Cobblestones), Average (Dirt, Sand, Grass, Shallow Water), and Soft (Swamps, Deep Water). +The terrain resistance, or '''passability'''/'''passing ability''', as Wargaming calls it in their patch notes, describes your suspension's performance (top speed, acceleration, traverse speed) on different types of ground. The performance degrades the softer the ground becomes. The game distinguishes three types of terrain: hard (roads, pavement, cobblestones), average (some paths dirt, sand, grass, shallow water), and soft (swamps, deep Water).
  
 Most terrain types are easily recognizable, but swamps can be difficult. On Karelia and the aptly named map Swamp it is quite easy, but on Lakeville in the valley the grass texture looks like any other, when in fact the underlying ground is soft. Most terrain types are easily recognizable, but swamps can be difficult. On Karelia and the aptly named map Swamp it is quite easy, but on Lakeville in the valley the grass texture looks like any other, when in fact the underlying ground is soft.
  
?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 of the dedicated tier 5 light scout tanks despite also having the narrowest tracks. 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.
  
  
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 === Hull Traverse Speed === === 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.+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]].
  
 Note that some tanks can traverse their hull on the spot (pivot) while others can only do it while driving forwards or backwards. Note that some tanks can traverse their hull on the spot (pivot) while others can only do it while driving forwards or backwards.
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 === Automatic Aiming === === Automatic Aiming ===
?Automatic Aiming, or auto-aim, aims to the center of the tank: often the most armored part. It does not lead your target at all. It is only useful for aiming at weaker armored tanks very far from you or when you are both at close range and you need to focus on dodging incoming shots rather than carefully aiming at the enemy. In these occasions, auto-aim can save you some worry. By default, auto-aim is engaged by right-clicking on a target, and disengaged by pressing E.+Automatic Aiming, or auto-aim, aims to the center of the tank: often the most armoured part. It does not lead your target at all. It is only useful for aiming at weaker armoured tanks very far from you or when you are both at close range and you need to focus on dodging incoming shots rather than carefully aiming at the enemy. In these occasions, auto-aim can save you some worry. By default, auto-aim is engaged by right-clicking on a target, and disengaged by pressing E.
  
 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.
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 ==== Penetration Indicator ==== ==== Penetration Indicator ====
?The penetration indicator is an option to the gun marker in your aiming reticle - enabled by default - which uses an easy color code to help you evaluate whether you will be able to penetrate the target's armor in the location you are aiming at and with the shell you have loaded. A red indicator tells you that you will be unable to penetrate the targeted tank in that location, a yellow indicator means that the target's armor thickness lies within the -/+25% range of your penetration rating, while a green indicator means that your shell's penetration rating will exceed the target's armor thickness in all cases.+The penetration indicator is an option to the gun marker in your aiming reticle - enabled by default - which uses an easy colour code to help you evaluate whether you will be able to penetrate the target's armour in the location you are aiming at and with the shell you have loaded. A red indicator tells you that you will be unable to penetrate the targeted tank in that location, a yellow indicator means that the target's armour thickness lies within the -/+25% range of your penetration rating, while a green indicator means that your shell's penetration rating will exceed the target's armour thickness in all cases.
  
?While the penetration indicator is an invaluable tool in discovering a target's weak spots, always be aware of its limitations. It is a simple comparison of your penetration rating versus the target's armor thickness along the normal at the aim poin and does not take into account the [[#Impact_Angle|impact angle]], so even with a green penetration indicator your shot may still ricochet or fail to penetrate the target's effective armor thickness. Also, because of [[Battle_Mechanics#Accuracy_and_Dispersion|dispersion]] affecting every shot you take, you may not actually hit the weak spot you were aiming for.+While the penetration indicator is an invaluable tool in discovering a target's weak spots, always be aware of its limitations. It is a simple comparison of your penetration rating versus the target's armour thickness along the normal at the aim poin and does not take into account the [[#Impact_Angle|impact angle]], so even with a green penetration indicator your shot may still ricochet or fail to penetrate the target's effective armour thickness. Also, because of [[Battle_Mechanics#Accuracy_and_Dispersion|dispersion]] affecting every shot you take, you may not actually hit the weak spot you were aiming for.
  
 ==== Leading the Target ==== ==== Leading the Target ====
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 * Sniper View has the lowest view point (gun mount), so do not use it if your target is behind an elevation and you have trouble placing your reticle on it. * Sniper View has the lowest view point (gun mount), so do not use it if your target is behind an elevation and you have trouble placing your reticle on it.
?* Arcade View has a higher view point for aiming purposes (Commander's cupola), so you may be able to aim at the target in this mode.+* Arcade View has a higher view point for aiming purposes (commander's cupola), so you may be able to aim at the target in this mode.
 * Auto-aim does not actually rely on line of sight, so in situations where manual aiming fails, you can try to right click the target in arcade mode and see your reticle drop a little bit further, possibly just enough. * Auto-aim does not actually rely on line of sight, so in situations where manual aiming fails, you can try to right click the target in arcade mode and see your reticle drop a little bit further, possibly just enough.
 * If all of these fail, and if the target is far enough away, you can try to simply aim above the elevation, and hope for the best. It takes a lot of experience to get these fully manual howitzer shots right, however. * If all of these fail, and if the target is far enough away, you can try to simply aim above the elevation, and hope for the best. It takes a lot of experience to get these fully manual howitzer shots right, however.
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 === Where to aim === === Where to aim ===
?When shooting at an enemy tank, it is always useful to aim for areas with less [[#Armor|armor]]. All tanks have the strongest armor in the front, with the rear being the weakest. In addition, a tank's armor is not uniform. Use the [[#Penetration_Indicator|Penetration Indicator]] to discover weakly armored spot, so called weak-spots (typically hatches, machine gun mounts, etc.). +When shooting at an enemy tank, it is always useful to aim for areas with less [[#Armour|armour]]. All tanks have the strongest armour in the front, with the rear being the weakest. In addition, a tank's armour is not uniform. Use the [[#Penetration_Indicator|Penetration Indicator]] to discover weakly armoured spot, so called weak-spots (typically hatches, machine gun mounts, etc.).
  
?Often it can also be helpful to inflict critical [[#Damage|damage]], e.g. by destroying the tank's tracks and thus immobilizing it, by shooting it's fuel tank to set it on fire, etc. Follow the links for more details.+Often it can also be helpful to inflict critical [[#Damage_Mechanics|damage]], e.g. by destroying the tank's tracks and thus immobilizing it, by shooting it's fuel tank to set it on fire, etc. Follow the links for more details.
 }} }}
 {{panel content toc|title=Accuracy and Dispersion|content=  {{panel content toc|title=Accuracy and Dispersion|content=
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 The accuracy discussed above applies is the best case scenario. During actual game play several factors can come into play that result in a penalty to your accuracy: The accuracy discussed above applies is the best case scenario. During actual game play several factors can come into play that result in a penalty to your accuracy:
  
?*'''Dead Gunner''': If your Gunner gets knocked out the Gunner's skill will be set to 0% for the purposes of calculating the accuracy [[Battle_Mechanics#Tank_Stats|stat]]. The effect is mitigated if the Commander has the ''Jack of All Trades'' [[Crew#Skills|skill]]. The effect is removed if the Gunner receives first aid via a [[Consumables|consumable]]. See the [[Crew]] page for more information.+*'''Dead Gunner''': If your gunner gets knocked out the gunner's skill will be set to 0% for the purposes of calculating the accuracy [[Battle_Mechanics#Tank_Stats|stat]]. The effect is mitigated if the commander has the ''Jack of All Trades'' [[Crew#Skills|skill]]. The effect is removed if the gunner receives first aid via a [[Consumables|consumable]]. See the [[Crew]] page for more information.
 *'''Gun Damage''': A damaged ("yellow") gun typically fires with halved accuracy for as long as it remains damaged. *'''Gun Damage''': A damaged ("yellow") gun typically fires with halved accuracy for as long as it remains damaged.
?*'''Shooting''': With each shot you take your accuracy temporarily gets reduced dramatically depending on the vehicle type, but your Gunner will immediately start aiming again.+*'''Shooting''': With each shot you take your accuracy temporarily gets reduced dramatically depending on the vehicle type, but your gunner will immediately start aiming again.
 *'''Turret Rotation''': Rotating the turret results in a temporary accuracy penalty. The exact amount depends on the installed gun and the speed you rotate the turret at. *'''Turret Rotation''': Rotating the turret results in a temporary accuracy penalty. The exact amount depends on the installed gun and the speed you rotate the turret at.
 *'''Vehicle Movement''': Moving your vehicle forwards or backwards temporarily reduces accuracy. The exact amount depends on the installed suspension and the speed you are moving at. *'''Vehicle Movement''': Moving your vehicle forwards or backwards temporarily reduces accuracy. The exact amount depends on the installed suspension and the speed you are moving at.

Revision as of 22:16, 25 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: 22:16, 25 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 page is to provide you 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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