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Battle Mechanics

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Revision as of 21:30, 8 March 2013
removed contraductory statements from Penetration Overmatch description
Revision as of 21:46, 8 March 2013
corrected penetration overmatch mechanics based on official mechanics video
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 ==== Overmatch ==== ==== Overmatch ====
?If the AP or APCR shell '''caliber''' is over 3 times greater than the nominal thickness of the armour, no ricochet will happen. Projectile [[#Shell_Normalization|shell normalization]] is increased by shell caliber to armor thickness factor. For example, hitting 20mm of armour with a 120mm shell, your caliber overmatches the armour by a factor of six, so your shell is normalized six times more than it would be by default.+If the AP or APCR shell '''caliber''' is 3 times or more greater than the nominal thickness of the armour, no ricochet will happen event if impact angle is more than 70%.
 + 
 +If the AP or APCR shell doesn't ricochet and its '''caliber''' is 2 times or more greater than the nominal thickness of the armour, projectile [[#Shell_Normalization|shell normalization]] is increased by following formula: basic normalization * 1.4 * shell caliber / nominal armour thickness
  
 In cases HE and HEAT shells or external module hits, overmatch plays no role. In cases HE and HEAT shells or external module hits, overmatch plays no role.

Revision as of 21:46, 8 March 2013

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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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