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Battle Mechanics

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Revision as of 11:03, 19 July 2013Revision as of 06:23, 20 July 2013
Changed the wording for the "Difficult Example" for crew training.
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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 auto-cannons. 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#Autoloader|autoloader]] and can fire 4 shells every 2.5 seconds until the magazine needs to be reloaded, which nominally takes 30 seconds. +*Unfortunately, for all auto-loader and auto-cannons the in-game stats shown for rate of fire don't show the reload speed for the entire drum, instead showing how many shots you can shoot with the time it takes to reload the entire drum and the gap in-between firing the separate clips. 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#Autoloader|autoloader]] 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 Radio Operator. The Commander and the Gunner are at 100% primary skill level, the Radio Operator 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%'' (Radio Operator) / 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 Radio Operator. The Commander and the Gunner are at 100% primary skill level, the Radio Operator 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%'' (Radio Operator) / 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.

Revision as of 06:23, 20 July 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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