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Revision as of 03:33, 4 September 2011

BattleMechanicsIcon.png

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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 Wargame.net. To the maximum extent possible, we have provided all the data we know about Game Mechanics.
As of March 11, 2011, Overlord has verified the information as "mostly ok".


Matchmaking

The Match Making thread is [here].

The purpose of the match-making system is to generate Standard battles, i.e. to form teams of equal "value" from the player's vehicles who are in line (in queue).

  • "Value" is the number that describes average battle performance of a particular vehicle. At the moment, "Value" is calculated on the basis of a vehicle's tier and type (HT, LT, MT, TD, SPG). Heavies have 1.45 multiplier and TDs and mediums have 1.0. Tier 9 mediums have a 1.2 multiplier.
  • Value does not take into account installed/upgraded Equipment and/or Modules, Tank upgrades, or Crew abilities.
  • Tanks in a Platoon are no longer given a higher value than tanks outside a Platoon.
  • It is possible to add "value" adjustments on the basis of player record/statistics on a given vehicle in the future. But this is not presently being done.
  • Apart from the total "value" equality condition, the match-making system ensures that both teams have an equal "value" of SPGs (but not necessarily an equal number of SPGs).
  • The number of SPGs in one team with respect to the other team can only be +/-1.

Each vehicle has a limited set of battles it can join (Battle Tiers). Consequently, there is a limited set of other vehicles available to oppose each particular tank. The Permissible Battle Tier depends on vehicle tier and type (see current [Matchmaking Chart].


Tank Statistics

The in-game Tank Statistics (and those in the WIKI and other places) represent the maximum possible value; 100% crew, installed ventilation, rammer, chocolate/increased rations/cola, etc. It is common for us to think of those statistics as being those requiring only a 100% skilled crew, but it is more than just that. A tank you have in your garage will show the values of upgraded modules. So, with those things in mind, lets move on to the most important thing.

Actual Tank Statistics
Situation Statistic's Value
100% crew + Ventilation + Chocolate 100%
100% crew + Ventilation 92%
100% crew 87.3%
100% crew (commander dead) 79.3%
90% crew 75.3%
82% crew 72.2%
75% crew 69.4%
50% crew 59.5%


Experience/credits

Gaining Experience and Credits through battle is one of your primary Goals in World of Tanks, because both lead to stronger tanks and better equipment. That said, lets look at what you actually gain experience for.

Earning Experience

World of Tanks does not go into detail about Experience formulas, but there have been comments on the forums about major parts of the experience system. We know the following:

You will get experience for:

  1. Damage you do to enemy tanks (major factor). You also get a small amount of experience for the overall damage your team does to the enemy.
  2. Critical damage to enemy tanks. This means directly damaging an enemy tank's module/crew. The difference in tier-levels between the tank is taken into account. The higher the tier-level of the tank you damage, the more experience you'll get.
  3. For spotting an enemy tank on the radar (only the first tank to spot each enemy gets the bonus). You will get more experience for discovering an SPG than for a regular tank.
  4. For lighting up an enemy tank while your allies damage it from beyond their range of vision (you get a bonus of 50% of the experience the damager causes - note: this bonus is divided between all tanks that can see the enemy at the time of damage). This means keeping the enemy in the team's radar because he is within your radio range.
  5. Kills -- Bonus experience for enemy tank kills (minor factor), only if you actually got the kill. The difference in tier-levels between the tanks is taken into account. The higher the level of the tank you damage/kill, the more experience you'll get. You gain minimal experience for killing a tank beyond the amount of damage done to kill it. Thus, killing tanks with 1% health will not give you much experience.
  6. Bonus experience for capturing enemy base. Applied only to the tanks in the enemy base circle, not the whole team, proportional to the time spent in the enemy base circle capturing it. That only applies if your team wins by Base Capture. NOTE: More tanks in the circle increases the capture-rate. Base capture-rate is roughly 1 pt per sec per tank (by my observation}. Base capture yields a bonus equal to the experience value of all the enemy tanks, divided among your team in proportion to the experience you gained vs the experience your team gained (if you got 10% of your teams total experience, then you’d get 10% of the base capture)[citation needed].
  7. Bonus experience for restarting the capture counter by damaging an enemy tank which is capturing your base. The amount is not very large, less than 100 exp.
  8. Close Combat -- shooting in some radius (up to about 200m) from the enemy and being in the radius of enemy fire. You don't get much (less than 100 exp), but it still influences your experience gain.
  9. Survival Bonus -- while there is a bonus for a tank's survival, it is very small.
  10. The more your team damages the enemy, the more experience each player on your team gets. Only damage to a killed enemy is taken in account. Coefficient is not that big, but its still experience.

Experience Multipliers

  1. Bonus experience if your team wins: +50% to each player!
  2. You receive double experience for the first victorious battle you participate in each day, regardless of the vehicle you are using. However, this applies to every vehicle you use to win per day. This means that, if you go in a round with all of your tanks and achieve at least one victory to them, you will get doubled experience in every one of them. This is very useful to speedgrind one tank if you manage to hit at least half of the aforementioned experience coefficients.

Free Experience

You gain 5% of your vehicle's experience as free experience. This is a bonus and is not subtracted from the vehicle's experience. Free experience can be used in the research of any vehicle.

Crew Experience

Each crew member receives experience equal to the experience the vehicle earned in a battle.

  • A crew member who is injured or dies suffers a -50% penalty to his experience earned.
  • Rapid Training - available only after your tank achieves Elite Status - provides a bonus to Crew Experience equal to 100% of the experience earned by the vehicle. That bonus is then divided by the number of crew in the tank and that is what each crew member earns (reduced by -50% if the crew member died).

Example: A tank earns 1000 exp with Rapid Training turned on.

  • (4 crew) Each of the 4 crew members would earn (1000 + 1000/4) = 1250
  • (5 crew) Each of the 5 crew members would earn (1000 + 1000/5) = 1200
  • (6 crew) Each of the 6 crew members would earn (1000 + 1000/6) = 1166.67
  • With no rapid training, and regardless of the crew size, each crew member would earn 1000 exp.

Overlord has stated the following things.

After the update, experience is redistributed between players based on their playing styles. Some get even more, some get less.”

This means that offensive players and/or players that damage many enemies may get more experience than campers or players who wait on their base to attempt a defense when the enemy invades. HINT: Getting your tank to sneak inside the enemy base and destroying all the SPGs and some enemies by yourself may earn you no less than 1,000 experience per match, depending on your sucess. This is, however, not recommendable unless your team has 4+ players alive than the enemy (15 vs. 11, for example).

“Of course, the coefficient is the same of all same-tier and class tanks.”

This comment refers to whether all tanks have the same Y value (see credit section below, but for experience).

You will NOT get experience for:

  1. Damaging an ally's tank.
  2. Team killing. But you can always get a free ticket to ban land if you do it on purpose.
  3. Ricochet and "no penetration". After all, you didn't deal anything to the tank.
  4. For receiving damage without fighting back. As stated above, your shells have to damage your attacker.
  5. For receiving titles in the "hero of the battle" window.
  6. For receiving medals or completing achievements.
  7. No bonus experience for a draw or a lost battle.
  8. The special bonus for "killing all enemy tanks" does not exist! It will be more rewarding FOR YOU if you help your team to capture the base rather than wasting time hunting one lone enemy.
  9. An early cap will result in a greatly lessened experience gain. The more tanks that your team can kill, the more experience the entire team will share.

NEW PLAYERS, VERY CRITICAL INFORMATION

There is no penalty for leaving the battle after your tank is destroyed. Don't be afraid of going back to your garage and grabbing another tank to play meanwhile. It can actually be faster to grind your tanks.

Earning Credits

Credits are awarded for participating in battle and battle performance (mostly for damage inflicted in HP).

Payment for battle participation

Payment for battle - guaranteed amount of credits, independent of the tank's performance in battle - is proportional to the tank's tier (essentially its worth in battle).

Payment for battle consists of: X * tank-tier for defeat or a tie, and 1.85X * tank-tier for victory.

Payment for inflicting damage to the enemy

For every point of damage inflicted, the tank receives Y credits, independent of the tier. You will get 0.1Y bonus credits per tier difference of the enemy tank, in comparison to yours (enemy tank tier - yours = 0.1Y per tier difference) Damage inflicted by fire is counted towards the player who set the fire. In case of ammo rack explosion or other damage by initial fire, all damage is counted towards the player who set it.

Damage is counted if inflicted on the enemy. Damage by friendly fire is not counted. Unintentional kills (frag) are not individually counted towards the payment.

If shooting a target spotted by another then you receive 0.5Y credits for damage. If the enemy is damaged by another teammate when spotted by the player, then the player receives up to 0.5Y credits for damage.

Payment for spotting

For all initial spotting of enemy tanks, the player receives Z credits, and 2 * Z for damaging SPGs.

Payment for base capture

Base capture is paid out with a certain sum of credits. Payment is independent of the number of tanks and their tiers - everyone in the circle receives the payment equally. This only applies to sucessful captures. Interrupted captures will not earn you anything.

Balance coefficient

It is a factor for individual setting of tank profitability. Payment for all vehicles, except premium, is multiplied by the coefficient W. The given coefficient for premium vehicles is higher.

The average tank has an average coefficient of 0.65 - 0.71, except for premium tanks, which have 1.10-1.3 (Information to be updated as for April 11th, 2011).

Premium Account

For premium accounts, credits are multiplied by 1.5

Not Paid

Complete destruction of the enemy team is NOT specifically awarded. It is way more valuable FOR YOU to capture the enemy base rather than killing them all.

Of course if YOU are not in the enemy capture zone, you will not share in the rewards.

Capturing the Enemy Base

You team must maintain a full capture bar for 5 seconds before the other team gets to 100%. Each tank in the capture circle generates 1 capture point per second.

Crew Skill

Crew skills have an impact on view range (and spotting range), loading time, aiming time, signal range, and vehicle acceleration. It also has a small impact in maneuverability, target precision, speed of target precision (How long the crosshair circle takes to get smaller) and even top speed of your tank.

A 50% crew is 25% worse than a 100% crew. Since there is a commander bonus of 10%, at 100%, a crew functions about 5% better than the values given in the game. Improved Ventilation would improve those values by 3% for a total of 8%.

It is interesting to note that a Crew's Camouflage skill functions at all times.

Visibility (Radio Range and View Range)

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Radio Range and View Range work together to determine the overall ability to detect and see enemy tanks. Radio range allows you to broadcast the location you see enemies in and allows you to receive information about other tanks your teammates see. View range allows you to have a chance to detect enemies within your view range. Remember that view range means what you see in your screen, not what you see in your radar chart.

Radio Range

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Two friendly vehicles can communicate if they are closer to each other than the sum of their respective radio ranges. Thus, a tank with a 300m range radio and a tank with 500m range can communicate up to 800m away.

All communication is a 2-way relationship between two vehicles: If you can communicate with a friendly vehicle, then you will know about any vehicles that he can see directly (including himself), and he will know about any vehicles you see directly. However, there is no chaining, or relaying of information: he can only tell you about any vehicles that he has spotted himself, not any that he knows about from radio communications with others. Again, that does not apply to the radar. Once an enemy is spotted by a friendly tank, the whole team will know its position in the radar chart. It sounds foolish, but that makes a world of difference to an SPG in artillery mode. https://wiki.worldoftanks.com/Radio {{{{conflict, this page mentions chaining}}}}

Thus, you will know the location of;

  1. Any vehicles within your visual range, friend or foe.
  2. Any friendly vehicles within your combined radio ranges to them (individually), and any vehicles (friend or foe) within their visual range.

Example:

You are looking down a long street from your tank destroyer and do not see any enemies. However, when a friendly tank moves down the street, it spots an enemy tank that was there all along. As long as you are within radio range of that friendly tank, you will see that enemy tank just as if you are spotting it yourself.
  • Radio Range is affected by better radios.
  • Radio Range is affected by crew skill, in the sense of how fast and far you will detect and communicate said detection to teammates within your range. When Radioman is wounded or killed, your radio has only half of all attributes (speed, detection, communication range)
  • Radio Range is not affected by the size of the map (Ensk being a bit over 600m across and other maps around 1000m across).

View Range

In World of Tanks, your vehicle has a limited view range at which it can spot other vehicles (friendly or enemy). This view range is affected by your turret, crew skill, the other vehicle's profile, camouflage, whether its moving or firing, etc.

There are TWO critical components of this: View Range and Spotting Range. View Range is how far you can see tanks ingame, spotted by you or by someone else over radio. But Spotting Range is the actual range you can detect an enemy.
  • View Range is limited to a square of 1000m by 1000m aligned on the axis of the map. It limits the drawing of detected tanks by you or over radio.
  • Spotting Range is strictly limited to a cercle of 500m of radius. It limits the detection of tanks.

It might be counter intuitive, but the square, or drawing distance is aligned on the axis of the map. In other word, if your tank is looking straight North with a view range of 400 meters, everything will desappear passed that line. Team mates included. If your tank is facing directly North-West (45 degrees), you will be able to see targets up to roughly 565 meters. Knowing this, when fully upgraded the maximum range you can see someone will always be roughly 707 meters.

The side of the square is twice the length of the tank's view range.

It's quite important to know this, as it may affect your positionning when you want to snipe target from a distance. Positionning yourself so your enemies will come from the corners will give you longer view range and longer time to shot them.

Why work to get over 500 meters of view range if it is capped to 500? While the drawing distance won't change, increasing the view range increases your detection capacity on closer range, making it easier to detect invisible targets close to you. [citation or test needed]

By example, if you were to detect a hidden target a 100 meters when you have a view range of 400 meters, you could detect it at 125 meters if your view range was 500 meters. (Fictive numbers)

So, go ahead and install both the binoculars and the coated optics to expand your view range. This is incredibly helpful for TD players. Wargaming is working on this and once fixed, they expect the view (and spotting) range to increase significantly.

Increasing View Range

You can increase your view range by:

  • Getting your crew skill to 100% or above.
  • Binocular Telescope (+25% if stationary for 6 seconds or more).
  • Coated Optics (+10% at all times).
  • Improved Ventilation (+6%).
  • Chocolate (and other nation-specific things that impact crew performance).

A common question is “Why do heavies have longer view ranges than my [tank?]”

This is mostly because heavier tanks historically had better observation devices, optics, and more suitable turrets. And overall, bigger/heavier tanks are taller than scouts/other tanks.

The maximum view range listed in the tank statistique take into account 100% Crew, Improved Ventilation and Chocolate being used. [citation or test needed]

Camouflage

Camoflague.jpg
Visibility_Win.jpg

Camouflage is the art of hiding (or, in a way, reducing the enemy's view range). In World of Tanks, the chance of being spotted depends on vehicle size and engine specs. In terms of camouflage, bushes are more significant than vehicle size and engine specs.

The following things affect your vehicle's ability to hide;

  • While a vehicle's size plays the major role in determining the base camouflage coefficients, there is also an unknown balancing factor involved (yes, Wargaming is working on the messed-up German TD values).
  • Tank-Destroyer bonus (varies depending on the TD and its size, but in general, for equally-sized TDs and Tanks, TDs are the hardest to spot, even after they fire a round).
  • Bushes (approximately a 15% camouflage bonus), but the tank must be FULLY hidden -- see graphic to the right). Bushes have no effect if the enemy is closer than 50 meters, except for TDs. Possible exception: TDs may have a lower chance of being detected vs auto-detected below 50 meters. A bushes' hiding-effect begins after 3 seconds of non-movement.
  • Moving (+20% increase to being spotted): moving faster or slower has no effect on the range you are detected at. Either you’re moving or you’re not moving.
  • Firing your gun makes you between 5%-40% easier to detect for 5 seconds -- possibly, depending on the installed gun. NOTE: if a bush is more than 15 yds from you, and between you and all enemy spotters, then you will not be sighted because your muzzle flash is blocked by the bush. A bush next to you or that you are in will not hide you in the case of shooting (ok, it helps after 5 seconds). HINT: Behind the bush is better than inside it. It not only allows you to shoot and stay well-hidden, but also because enemy SPG will try to find you by first shooting inside the bush.
  • Many higher-tier vehicles have tiny camouflage bonuses making crew camouflage skill and equipment bonuses nearly worthless, since they are percentage-based.

Turning the hull of the tank counts as moving and breaks both the Binocular Telescope and the Camouflage Net bonuses. Turning the turret or moving the gun does not count as moving (it does not break either the Binocular Telescope view range bonus or the Camouflage Net bonus). That's why, despite TD's bonus for camouflage is bigger, LTs, MTs and HTs are better for ambushing an enemy outside of your base.

[Camouflage Bonuses]

The link above has charts of the camouflage bonuses of various tanks. These numbers are given in percentages (might be the percentage that enemy view range is reduced).

Table Labels

  • Tarnwert = Camouflage
  • Fahrend = Driving
  • Stehend = Standing (stationary)
  • mit tarnnetz = With camouflage net

Detection Mechanics

The detection mechanics involve many things, resulting in not everyone understanding why there are invisible tanks killing you. A small TD with max crew camo-skill, camo net, and in a bush with a 2nd bush between them and you, will be invisible to about 50m. Charging through the woods when the enemy has TDs is often a good way to die quickly. A second factor is that the game doesn't always check visibility instantly, sometime it can be 5 seconds between updates. Wargaming.net is presently working on improving all the visibility mechanics (mainly by improving the detection chance rate, the number of beams emitted, etc.). There is no hint that a major change is occurring, but more of an extensive improvement to get rid of the glitch cases.

The chance to be spotted is based on a Vehicle's total volume.

For Version 0.6.3.8 To spot a tank, the game draws three “beams” from your turret mantle (not the end of the gun) to the enemy. One beam goes to the enemy turret (this is a high-beam). One beam goes to the front of the enemy tank (mid-height beam) and one goes to the rest of the enemy tank (lowest beam). If all three beams are blocked by impenetrable obstacles (house or rocks), then you are invisible (except at very close ranges). If all beams are blocked or pass through a bush (or tree), then you will have a reduced chance of being seen, not have any reduction to the range you can be spotted at.

  • Fallen Trees do not provide any cover at all.
  • Your gun barrel does not count against your camoflague, so it can be sticking out the front of the bush. As long as the body and turret of the tank (including the Gun Mattle) is covered, your getting the bush bonus. However, have in mind that the muzzleflash of your gunfire may light you up as a lamp afterwards.

Shooting (with greater extent) and moving your tank (+20% to be seen) could unmask your location for the next 5 seconds. Turning the turret has no effect on the cover provided by a bush!

This image may help understand the different region(s) of sight ranges: in this example, we have a 400 meter view range tank with 100% skilled crew:

View_Range.jpg

  • Green region: Always seen everyone. 50 meters and below, you always see the enemy below this range, even through walls.
  • Yellow region: Hidden opponents region, 50-200 meters. An SU-14 hidden in/behind one bush, without camo net or camouflage skill, shows up at 200 meters. A mid-tier Tank-Destroyer (like the Hetzer or Su-85) with camo net and high camouflage skill can only be seen around 50 meters!
  • Blue region: Open field opponents region, 200-400 meters. An SU-14 in the open, without any kind of camo equipment or skill, shows up at 400 meters. A Hetzer with camouflage-skilled crew can be seen only from 200 meters.
  • Red region: Above sight range, 400+ meters. It is very, very difficult to spot anyone in this region.

Note: That is the main reason why TDs are so dangerous. Not only they can't be easily seen, but they also can hit an enemy pretty far. vis and camo

  • Scout tanks are not penalized for moving, because their movement visibility value is the same as their standing-still value.
  • If you are less than 15m from the center of a bush, it won't be an obstacle to you (you can see through it!). Bush size matters: for example, if the body is hidden, but the turret is visible by the 'turret' ray, then your "cover" is not working. If you want to check and see if your cover is working for you, turn your camera where your suspected enemys are coming. If your outline is all greyed out, and your tank is fully-hidden by the bush, you are covered. Note: the gun barrel is not counted, only the body (and turret) of the tank.


Visibility Checks

How often does the game engine check visibility?

(Pre 0.6.4) Far-distance visibility is checked about every 10 seconds. Sometimes even sparsely. - out of visibility zone?

0.6.4 Changes

  • Visibility Check Point #1 -- Top, middle of Turret
  • Visibility Check Point #2 -- Gun Mattel of Turret
  • Visibility Check Point #3 -- Front Middle of the Tank Hull
  • Visibility Check Point #4 -- Rear, Middle of Tank Hull
  • Visibility Check Point #5 -- Right Side, Middle of Turret (added in 0.6.4)
  • Visibility Check Point #6 -- Left Side, Middle of Turret (added in 0.6.4)

(Pre 0.6.4) Visibility is checked on close tanks every second. With distance, check interval increases by up to 10 seconds. - inside visibility zone. Keep in mind that visibility checks are very intensive computational operations and may occupy up to 50% of a server's CPU time.

The rate of visibility checks is as follows:

* within 50 m range - every 0.1 sec
* within 150 m range - every 0.5 sec
* within 270 m range - every 1.0 sec
* within 445 m range (maximum indirect visibility range) - every 2.0 sec

View Range Ports

  1. The Commander's Coppula
  2. Where gun joins the Turret. It changes its location during turret traverse.

In general, the two view range ports take turns, e.g. for 445 radius: at first works the port on commander's coppula, 2 sec later - the one on the gun, then - on the coppula, etc.


When the vehicle is firing it loses camouflage bonus from all bushes within 15m radius, barring the one that has the greatest invisibility coefficient. This applies to each ray that goes from view range port to a visiblility checkpoint of the firing vehicle.


Movement, Acceleration, Top Speed

Movement of your tank in World of Tanks is critical to survival. Whether you’re trying to out-race the enemy to a favored covering location or trying to get away from trouble, top speed and acceleration are very important factors. Acceleration can be important for moving out from behind cover to take a quick shot and then getting back to cover.

Top Speed

Top Speed is limited by the Tank's listed Speed Limit. Your crew may allow you to slightly exceed your Speed Limit if they are above 100% crew skill.

Acceleration

Various tanks have different abilities to accelerate. Acceleration is based on tank weight and engine power: More engine power, better acceleration; more weight, less acceleration. So, adding Spall liners (very heavy) will reduce your acceleration ability. Acceleration is based on your engine power-per-ton (tank weight). NOTE: Enhanced Torsion Bars (+10% suspension load capacity) and Enhanced Candle Suspension, and any other such equipment that increases load capacity does NOT increase acceleration, top speed, or passability. In fact, because the module has weight, it slightly reduces acceleration, but it does allow you to support more weight on your tank.

Engine Power

Engine Power is very important to acceleration. Certain consumables and Premium consumables increase engine power.

Rough Ground

There are three types of ground used in the game: Good (asphalt), Medium, and Bad. Non-asphalted ground (most ground) can slow your tank’s top speed. Swamps are bad ground. The only way to avoid this is to drive around the “bad” ground.


Accuracy

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All you need to know about accuracy.

Hitting your Target

To hit a target, you must account for a number of things during the time you are pulling the trigger and the time the shell arrives in the vicinity of the target. While the game engines does account for gravity, its also adjusts for the location of your reticle (e.g. Aim at the spot you wish to hit and the game aims a bit higher to account for the drop of the shell over distance. However, you will have to account for Ping (lag). If you are running with 500ms ping, then you will have to lead the target by 0.5 seconds of movement. Furthermore, if you are attempting to lead a target such that your reticle is not on the target and you are using low velocity rounds (HE only guns in particular), you can encounter an issue. Because your reticle is targeted on a location behind your target (could be hundreds of meters beyond), your shot will tend to arrive at the target higher than you expect because the game is trying to hit the location that your aiming at (beyond the target) and not the target itself. High velocity rounds can also arrive a bit high passing over the target or trying to hit the usually smaller turret.

Auto-aim vs Manual Aim

Auto-aim is more for tracking than anything else. It is very inaccurate and aims dead in the center of the tank: often the most armored part. 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 the possible shots rather than aiming at the enemy. In this occasion, auto-aim can save you some worry.

Manual Aiming

The aiming circle takes the ballistic trajectory into account, so you don't have to worry about that. However, about 3% of shots will go outside the aiming circle (not by much, but it can happen).

Accuracy and Dispersion

The accuracy value for a gun is given in meters at a range of 100m. For a value of 0.32, this means that at 100m, your shot may disperse by up to 0.32 meters (about 1 foot). This dispersion amount increases linearally with distance. For our 0.32 accuracy gun, at 200m it could disperse by up to 0.64 meters (0.32 * 2), and by up to 1.60 meters (0.32 * 5) at 500 meters.

The actual dispersion amount is based on a Gaussian (normal) distribution curve.

Our aiming circle is set at 2.5-sigma, so only 97.5% of shots will be within the aiming circle. {Information to be confirmed}


Ammunition

Ammunition is what those long pointy things on the front of your tank fire at the enemy. Typically, the bigger the ammunition in millimeters (mm), the more damage it causes.

Ammunition Types

The game has 2 main types of ammunition; AP or Armor Piercing ammunition and HE or High Explosive ammunition.

Armor Piercing ammunition (and the premium version which just has a higher penetration number) must first penetrate the armor to cause damage. Once the armor is penetrated, the AP shell will cause damage and may damage/destroy modules and kill crew.

High Explosive ammunition can either penetrate the armor or strike the outside of a tank and detonate: causing damage without penetration. If an HE shell does manage to penetrate, it typically does a LOT more damage than an AP shell. But, typically you have to be firing at much-weaker armor. HE is also good for causing module damage to a tank just by exploding on the outside of the tank.

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How HE ammunition Works

How HE damage works. Brief description:

  1. If the HE shell managed to penetrate the armor:
  • Similar to AP shells, it goes inside the vehicle and explodes there.
  • Full damage according to the specs is inflicted, plus HE deals additional damage to internal modules and/or crew. Apart from its basic damage value, each shell has an additional value that determines possible damage to crew/internal modules if penetration was successful.
  1. If the HE shell didn't manage to penetrate or exploded near the tank (eg SPG shot):
  • If the explosion took place directly on the armor, the damage is reduced by 50%.
  • If the explosion took place near the tank (SPG shots typically,) the damage is reduced by 50% plus it gets some extra reduction depending on distance to vehicle.
  • The heat wave of an HE shell "seeks" soft spots on the armor, where it is possible to penetrate. Heat-waves makes a cone-shaped aperture in the armor with approx. a 45 deg cone angle.
  • A vehicle's armor partly absorbs heat-damage (each tanks has its own value), including installed spall liner.
  • A heat-wave damages crew and decreases the vehicle's hit points. Modules are not damaged.

--- Dev question: Spalding Liner reduces HE damage by 15%, is this additive with the -50% reduction (total reduction of 65% or multiplicative, total reduction of 57.5%)

Bounce and Ricochet

HE and AP shells have almost equal basic bounce probability. Shells can bounce with no damage inflicted, bounce and then penetrate another part of the tank, penetrate the tank going straight inside it, etc. However, the chance of a shell bounce, for AP shots, increase with distance, while HE bounce chances remain unaltered. HINT: For long-range shots, prefer HE. For close-range fights, prefer AP.

Penetration

Before we move into the mechanics, a bit of explanation about the penetration values used in World of Tanks. Germans and Russians tested their guns in different manners. Both used different armor, armor densities, and angle of attack. Also, the Russians required a higher standard of guaranteed shell penetration. Here is what Overlord says about penetration values.

”{Abbreviations expanded and spelling corrected}
"In-game, we use the Soviet penetration system with 0 (90) degree armor slope and 75% guaranteed shell penetration (which is more than the 50% guaranteed penetration used in German penetration system). That's why German guns have, as you say, deflated stats in-game.”

75% guaranteed shell penetration is defined as “75% of shell splinters behind the test target”.

“The way we calculate pen data for German guns is the following:”
  1. German penetration data - 30 degree penetration data (the most common) is converted into 0 degree German penetration data.
  2. 0 degree German penetration data is converted into Soviet 0 degree data.
  3. the outcome is usually quite close to 30 degree German penetration data.

This means: in general, German 30 degree armor slope penetration data is equal to 0 degree Soviet penetration data (because of guaranteed penetration gap).

The main difference lies in guaranteed penetration coefficients, which are lower in German systems.

NOTE: There are also a few minor game balancing tweaks, so not every conversion is perfect.

NOTE: The collision model to calculate hits is a simplified version of the tank, so its possible there are some superficial areas where a shell can pass right through without hitting anything.

Update: Wargaming should breakdown how they converted from other nation's penetration tests to the game standard on the forums at some point.

Penetration Mechanics

Once you have hit the enemy, the game then calculates where the shot hit the enemy, at what angle you struck the armor, the effective thickness of the armor (based on the angle), speed, width, and weight of the shell, whether you penetrated the armor, and if so, what was in the path of your shell after striking the armor. A shell can indeed pass clean through a tank.

Note that shell speed falls with distance traveled and thus, AP ammunition can get significant reductions in penetration when firing at distant targets. HE ammunition penetration is not affected by distance.

  • At 100m - gun has 100% penetration (+/- 25% random)
  • At 500m - approx -20% to -25% to its penetration value (varies based on the exit velocity of the shell from the gun).
  • With distance, from 100m to 500m, penetration degrades linearly.

If all the above was not enough to calculate, Penetration value varies every time you fire your gun. This variation can be up to a 25% plus or minus penetration value and is based on a Gaussian (normal) distribution curve. Shell Damage also varies in the same manner.

Shell Normalization

When a shell hits armor, and if it does not bounce/ricochet, it will dig in and try to penetrate at a 90 degree angle. Typically, it only increases the angle of attack by about 10 degrees.

Overmatch -- Shell Size

In WOT, overmatch is currently modeled so that when the caliber of the weapon is 3 times greater than the thickness of the armor, than overmatch (no chance to ricochet) occurs.

Overmatch -- Penetration

Wot adds an additional version over overmatch based upon when the shell's penetration is more than 2 times greater than the thickness of the armor. When this occurs, shell normalization is increased by an undisclosed amount.


Chewie, on the WoT forums, made a good post about penetration.


Penetration is such a huge aspect to World of Tanks, that I think there needs to be a little more light shed on the topic. From what I understand (and is confirmed by Overlord), these are the six variables that are included in calculating penetration:

  1. - Shell penetration statistic
  2. - Shell penetration variation
  3. - Shell normalization
  4. - Distance to target (range reduced penetration)
  5. - Thickness of target's armor
  6. - Angle of incidence to target's armor

So, every time you fire a Shell at a target, the server does the following five calculations: Angle of incidence Angle of incidence can also be written as 90 - angle to the horizontal. Since few of us are math majors, I'm going to reverse the calculations so that 90 degrees is a T angle penetration (90 degrees is thus the best angle and 0 is the worst). I will call this the attack angle.

Ricochet Simplification The projectiles and the angles of impact are idealised, to make calculations less complex. Every angle of impact lower than 20 degrees counts as a ricochet! (10 degrees plus the 10 degree shell normalization). With one exception: If caliber of the projectile is three times greater than the armor and the angle is greater than 8 degrees, the shot will penetrate. All shells have a ricochet value and an idealization value. These are 20 and 8 degrees, for the most part, of the shells.

  1. Check for ricochet. If your attack angle is lower than 10 degrees (or, in other words, almost parallels the armor), your Shell will ricochet and you will not penetrate. If your Shell size (in mm) is at least three times the amount of armor (in mm) you are attacking, your Shell will not ricochet (unless angle is less than 8 degrees). If your Shell's penetration (in mm) is at least two times the amount of armor (in mm) you are attacking, your Shell will not ricochet (unless angle is less than 8 degrees).
  2. The Shell is normalized to the center line. When a Shell first comes in contact with armor, it will screw itself somewhat into the armor. This action increases the angle of attack, as the Shell tends to "right" itself towards a right angle (90 degrees) to the armor. Each Shell has a different value of normalization, but it normally increases the attack angle by 10 degrees.
  3. Calculate thickness of armor. The minimum armor thickness is the tank's section of armor that you are hitting. If there is an attack angle to the shell, due to armor slope and/or angle from which you fired at the target, this increases the armor thickness that your Shell has to penetrate. For a more thorough explanation (and very helpful picture), see here.
  • The basic formula for LOS (line of sight) armor is: LOS armor = base thickness / cos(angle of incidence){ed note: this formula not reversed}.
  • Remember that for an attack angle shot (where 90 degrees is a straight side shot), the formula is effective armor = base thickness / sin (attack angle).
  • Also note that in Excel (which uses radians, not degrees), the formula would be effective armor = base thickness / sin(Radians(attack angle).
  • Armor with with a 30 degree slope would be effective armor = base thickness / cos(sloop angle) {Slope angles are typically not reversed. Thus, a 30 degree slope provides better protection than a 60 sloop}
  1. Calculate penetration value of the shell. The base stat of your tank's gun and Shell are used as the basis for this calculation. The distance between you and the target is also considered. At 100m, you will have 100% of your Shell penetration, but this decreases linearly down to 80% at 500m. Next, the penetration value is modified by Gaussian distribution with an upper limit of +25% and a lower limit of -25%. In other words, your Shell may have an actual penetration value of 75% - 125% of the displayed value (without range figured).
  2. Compare the calculated penetration value to the calculated thickness of the armor. If the penetration value is larger than the thickness value, you penetrate and deal damage.
Penetration Multipliers
90 1x
80 1.02x
70 1.06x
60 1.15x
50 1.31x
40 1.56x
30 2.00x
20 2.92x
10 5.76x
5 11.47x

The table to the right gives the effective armor increase multiplier for the Attack Angle and the armor slope (the angle from the flat horizontal), so straight up and down armor would be 90 degrees and a multiple of 1, and thus no increase in the effective armor.

EXAMPLE 1:armorpenexample1.jpg

You fire a Shell with 100mm of penetration at a target 500m away. The target is at a 90 degree attack angle to you, and his armor is not sloped with a thickness of 75mm. Let's go through the steps.

  1. Check for ricochet. You are at more than an 10 degree attack angle. No ricochet.
  2. Shell is normalized. The target is at a 90 degree angle to you, so the Shell does not need to normalize.
  3. Calculate thickness of armor. The target is at a 90 degree angle to you, so 75mm / cos(0) = 75mm
  4. Calculate penetration. Your base penetration stat is 100mm. You are at a distance of 500m. So, our adjustment for distance leaves us at 100 * 80% = 80mm penetration. With the Gaussian distribution, our Shell may have a penetration value of 60mm to 100mm.
  5. Compare penetration to thickness. Our penetration value lies within 60mm - 100mm versus 75mm armor. We have a very-high chance of penetrating.

EXAMPLE 2:armorpenexample2B.jpg

You fire a Shell with 100mm of penetration at a target 300m away. The target is at a 45 degree angle to you, and his armor is not sloped with a thickness of 75mm. Let's go through the steps.

  1. Check for ricochet. You are at more than a 10 degree attack angle. No ricochet.
  2. Shell is normalized. The attack angles is increased by 10. Target is at a virtual 55 degree angle to you.
  3. Calculate thickness of armor. Virtual armor = 75mm / cos(35 degrees). The 35 degree is the angle of incidence calculated from the angle of attack in step 2 (90o - 55o = 35o). The result is 91.5mm.
  4. Calculate penetration. Your base penetration stat is 100mm. You are at a distance of 300m, which is halfway between 100m (full penetration) and 500m (80% penetration). So, our adjustment for distance leaves us at 100 * 90% = 90mm penetration. With the Gaussian distribution, our Shell may have a penetration value of 67.5mm to 112.5mm.
  5. Compare penetration to thickness. Our penetration value lies within 67.5mm - 112.5mm versus 91.5mm. We have a slightly-less than average chance of penetrating.

EXAMPLE 3:armorpenexample3.jpg

You fire a Shell with 100mm of penetration at a target 100m away. The target is at a 45 degree attack angle to you, and his armor has a slope of 30 degrees from the vertical with a thickness of 75mm. Let's go through the steps.

  1. Check for ricochet. You are at more than a 10 degree attack angle. No ricochet.
  2. Shell is normalized. The attack angle is increased by 10. Target is at a virtual 55 degree attack angle to you and a slope of 20 degrees.
  3. Calculate thickness of armor. Virtual armor = 75mm / cos(35 degrees) / cos(20 degrees). The 35 degree is the angle of incidence calculated from the angle of attack in step 2 (90 - 55 = 35 degrees). The result is 97.4mm.
  4. Calculate penetration. Your base penetration stat is 100mm. You are at a distance of 100m, so our adjustment for distance leaves us with full 100mm penetration. With the Gaussian distribution, our Shell may have a penetration value of 75mm to 125mm.
  5. Compare penetration to thickness. Our penetration value lies within 75mm - 125mm versus 97.4. We have a more than average chance of penetrating.

I hope that clears up any questions you may have about penetration. If not, post away!

By Chewie


Thanks Chewie, that is sure to help a lot of people!

Example:

We have 100mm armor. And let's say the projectile with an armor-penetration of 120mm on a given distance can get through 110mm of armor. Let's say because of the impact angle, the armor got "thicker" to 121mm. We roll the dice (distribution) and with some probability, the penetration capability of the projectile might change to 110+/-33mm. If it changed to 121 and above - we get penetration. If below - ding.

On top tanks are covered by "thin armor"

Due to limitations of the game engine, tanks "grow" from the ground, so there is no armor on the bottom.

According to the update notes. - Increased normalization effect when shell penetration value is twice as much as armor thickness value or more.


Armor

The "IS" tank, as well as the majority of vehicles, do not have homogeneous front/side armor. "IS" armor should be understood as "up to 120/90 mm of armor" respectively. E.g.: firing from the front, you can inflict substantial damage by penetrating the inspection door. That's why with the “IS”, its possible to be penetrate with guns which have penetration values below 90mm.

It is also important to remember that the armor thickness given in the game does NOT account for armor slope. Thus the T-54s frontal armor (120mm) which sits at a 30 degree slope is effectively about 1.56x thicker (remember the shell normalization) or 187.2mm effectiveness 1/cos(20 degrees) = 1,064x thicker or 127,7mm effectiveness (remember that shell normalization reduces slope angle from 30 to 20 degrees). That armor, however, is also sloped to the side as well, so effective armor can be as high as 220mm. If you're not hitting the T-54 at a 90 degree angle, or you're suffering a range penetration penalty, the front armor on a T-54's hull is very difficult to get through (just switch to HE and pray to take out his gun or turret ring).

Each tank has "weak spots" like visor, tracks, connection between turret and hull, etc. If you hit them, you can get critical damage. The HE round "spreads" on impact over some area, hence its the best way to damage such weak spots. Also; the ammo rack, fuel tank, and obviously the crew, have some HP points so if you hit strong-enough, the spot on the tank behind which the ammo rack is located, you can damage or even blow it up. You can kill crew members, set fuel tanks on fire, etc. There aren't, however, precise numbers regarding such damage chances. There is "ward-save" for modules and crew: a 60%-70% chance that the tank will take-on the damage instead of the crew or modules.

On top, tanks are covered by "thin armor": if an artillery gets a direct hit on your top armor, you're likely to die.

Learning your enemy is important. Knowing the weak points will help you kill it quicker, as well as knowing how tough his armor is.


Damage

So you hit the target and you did damage. Now what happens, what gets damaged, and why. Shell damage does vary by +-25%.

Tank Hit Boxes

The Hit Boxes for tanks are hidden from the player, but you can research a tank and pretty much figure them out as they are based on the historical model. For example: the ammo rack hit box is in the same location(s) as they were stored in the historical tank.

The 3D model of the hitboxes, [posted at the forum], leads to the assumption that WoT uses a quite plain system of calculating the hits. Fuel tanks, ammo rack, gear box, transmission, turret ring, gun mantlet, tracks, and obviously the crew. Here are the explanations for the most common strange damages.

  • Frontal hit, engine down, engine located in the back of the tank -> Engine was not hit, but gear box or transmission were.
  • Hit once, three modules down -> The shot went straight through the tank/turret.
  • Hit enemy tank, got a critical, but caused no HP damage: Possibilities
  1. Shot went through an external module(s) (Tracks, view finder, range finder, etc) and then missed the rest of the tank.
  2. Shot went through an external module(s) and then bounced off the armor.
  3. Shot penetrated and went into a module/crew member and caused no damage. This can happen because Maus tracks can fully absorb a 75mm shell. Exact values for this are unknown but the concept that a shell can "lose" damage by hitting a crew member or a module should be remembered.
  • Shot did less damaged than expected. A shell can also strike a module/crew member and continue on (at a reduced speed and reduced damage). Reduced shell speed will reduce the shell's penetration values (possibly causing a bounce).
  • Shot hit a tank and you got a message from the group "armor_pierced_by_player" but the shot did no damage. This can happen when the shot re-damages tracks or a module (thus, no critical). It should reset the repair time (unconfirmed).

Module Damage

When a module is hit, it effectively gets a "saving throw". If it makes the "saving throw", it takes no damage. If it fails the "saving throw", it takes damage. If the damage is large enough, the module becomes damaged. If it is larger still (more than the modules HP), the module is destroyed. Damaging a module does not reduce the HP of the tank.

The chances for the loss of a module:

  • Engine: 45%
  • Ammo rack: 27%
  • Fuel tank: 45%
  • Optics: 45%
  • Radio: 45%
  • Gun: 33%
  • Turret ring: 45%
  • Crew: 33%

The amount of ammo you are carrying does NOT affect the chance of taking an ammo rack hit.

Crew Damage

Crew are either alive or dead (knocked out, injured, etc.), effectively speaking. A Crew damage does not weight too much against your tank. Crew may be healed with a health kit, during which they function at full effectiveness.


Firefighting

{name}

Fire is the bane of all tanks. If you are set on fire, it takes very little time to take massive crew and module damage, resulting in an ineffectual tank. And that doesn't mention the chance to burn to death. Hit the engine to set the tank on fire. Automatic Fire Extinguishers reduce the chance to be set on fire by 10%.

The ratios are between 10 and 120 HP and 20% to be set on fire. Higher tier equals higher burning ratio. Except TDs, which have lower ratios due their lower HP. The chance of putting out a fire is a base of 20% for most vehicles (checked each second?), not counting Crew's firefighting skills.


Repair

Yes, believe it or not, tanks repair during battle! Ok, not really, since they don't repair vehicle HP, but they do repair Module damage. This is repaired at a rate of 5 HP / second up to 75% of the maximum HP of the module.

Every module in WoT has a set amount of hit points (HP). Those are repaired by the crew, but not up to 100%. The ammo rack of a Panzer III for example, has 100HP and will be repaired up to 75HP. The crew has an HP rate of how fast the module will be repaired. On the Panzer III, this is 5HP/sec for the ammo rack. Unfortunately, the ammo rack on a Panzer III burns at 9.5 HP/sec, so the tank is toast without a fire-extinguisher.

By the way, most of the tracks have an armor value of 15-20, so no suprise they break, if you hit them.

The coefficient for the repair: (HP per second)

Name: / Coefficient {Values to be checked for information update}

Tier 10

  • IS-7: 10.96
  • T30: 10.96

Tier 9

  • Panther II: 10.00
  • T54: 8.65 (bad thing, the Panther II seems to be much more expensive)
  • Pershing: 10.80
  • JgTiger: 8.4
  • IS-4: 9.18

Tier 8

  • Panther: 8.75
  • Ferdinand: 8
  • IS-3: 7.07
  • Tiger II: 7.92
  • T32: 7.92

Tier 7

  • IS: 5.95
  • Tiger: 5.95
  • JgPanther: 7.32
  • T34: 5.34
  • T29: 5.17

Tier 6

  • M6: 5.16

Tier 5

  • M4 Sherman: 5.34

Tier 4

  • PzIII: 4.3


Crew Voice sounds and their meaning

ally_killed
Friendly vehicle knocked out!
One of our vehicles destroyed!
They destroyed one of our tanks!
ally_killed_by_player
That was one of ours!
We've killed a friendly!
We've destroyed one of our own vehicles!
We've hit one of our own vehicles!
ammo_bay_damaged
Our ammunition rack was hit!
Ammo hit! We're lucky it didn't blow!
We've lost some ammo, but at least it didn’t explode.
armor_not_pierced_by_player
We didn't even scratch them!
That one didn't go through!
We didn't penetrate their armor!
Not… go through.
armor_pierced_by_player
Punched right through their armor!
We've hit them hard!
They're hit!
Another one like that should finish them!
We got 'em!
Nice shot!
Enemy is hit.
Enemy armor is damaged.
Penetration.
We've got them.
armor_ricochet_by_player
It bounced off!
That one ricocheted!
Ricochet.
We've just dinged them.
commander_killed
The Commander is knocked out!
The Commander is hit!
crew_deactivated
We're done for!
Crew is knocked out!
Crew members are killed!
Bail out!
We've lost all of our men!
damage_by_near_explosion_by_player
That was close!
They're right outside!
They almost got us that time!
driver_killed
Our Driver is dead We can barely move!
The Driver is hit! We can't go very fast!
The Drivers a goner! The controls aren't responding!
enemy_fire_started_by_player
Enemy on fire!
Enemy fuel tank is hit!
We've torched him!
We lit that one up good!
Enemy brute up!
enemy_killed
Enemy destroyed!
Another one down!
Enemy vehicle eliminated!
Scratch another bad guy!
enemy_killed_by_player
Gotcha!
Enemy vehicle knocked out!
Got'em!
We finished him off!
Hes gone - find us another target!
They're knocked out.
Enemy armor is destroyed.
Enemy vehicle destroyed!
enemy_sighted
Enemy detected!
Target spotted!
Enemy exposed!
Theres one!
I see one of them!
engine_damaged
The engine is damaged! We've slowed down!
We're losing power!
The engine is cutting out!
They hit the engine! We're losing speed!
We've lost half of our engine power.
The engine is smoking.
engine_destroyed
Engine stalled, we can't move!
Critical engine damage - we're stopped!
They hit the engine! We can't move!
They've taken out our engine - we're stuck!
Critical engine damage - we're stuck here.
Our engine is knocked out.
engine_functional
Engine fixed. Let's move on!
We've fixed the engine, but we can't go too fast!
The engine is holding together for now - don't push it!
The engine is fixed, but its not going to hold up the speed.
We've repaired the engine, but we can't go very fast.
fire_started
We're on fire! Put it out!
Put out the fire!
Grab a fire extinguisher and put that out!
Smother those flames!
Fire, put it out quickly!
We're on fire!
fire_stopped
The fire is out!
We've put out the fire!
The fire is extinguished!
We've put out the flames!
fuel_tank_damaged
Fuel tank hit!
Our gas tank is hit!
We've been hit in the fuel tank!
Our fuel is hit! We've lost half our gas.
Our gas tanks corrupted
gun_damaged
Main gun hit!
Main gun damaged! We've lost accuracy!
Our cannon was hit!
Our main gun is damaged. Its working but not very well.
The main gun is damaged. We cant fire accurately.
gun_destroyed
Main gun destroyed We can't shoot!
Main gun knocked out!
They've knocked out our cannon!
Our cannon is destroyed!
The main gun is destroyed.
They took out our gun.
The main gun is knocked out!
gun_functional
Main gun repaired but its not going to shoot straight anymore!
The cannon is up but the sights are still off!
The main gun is working but not very well.
The main gun is up, but accuracy is off.
We've fixed the main gun, but its still not very accurate.
gun_reloaded
Ammo up!
Locked and loaded!
Ready to fire!
Loaded and ready!
gunner_killed
Gunner is dead! We're shooting blind!
The Gunner bought the farm! Our accuracy will suffer!
Gunners gone - somebody get on the gun!
loader_killed
The Loader is dead! Our rate of fire is slow!
Our Loader is gone! We can't fire as fast!
They got our Loader!
radio_damaged
Radio hit! We can only talk locally.
Radio is hit! Radio range decreased
The Radio is damaged! See if you can raise anyone!
The Radio was hit. We cannot raise anyone outside this area.
The antena is damaged! We can only talk locally.
radioman_killed
The Radioman is dead! Our Radio range is reduced!
Our Radioman is hit! Radio range has dropped!
They got the Radioman! Stay close to other vehicles!
surveying_devices_damaged
Optics hit! Spotting range reduced!
The periscope is damaged! Its hard to see!
Vision devices damaged - visibility decreased!
The rangefinder is hit.
surveying_devices_destroyed
Spotting range reduced to 50 meters.
Viewfinder knocked out! We can hardly see anything!
They've hit our viewports! Can't see anything!
We can barely see through the scope, nothing pass 50 meters.
The range finder took a hit, we can only shoot close targets.
surveying_devices_functional
Optics repaired!
Viewfinder back up - visibility increased!
We've cleared the viewports! Keep your eyes open!
We've got the range finder working, but it's fragile.
The periscope is fixed, but it's still fragile.
target_captured
Target acquired!
Target locked!
Ready to fire on target!
Permission to engage!
Ready to fire
target_lost
I can't see them anymore!
We've lost the target!
Target has moved away!
Where did the target go?
Target lost
I don’t see the target
track_damaged
Our track is hit! It could break any minute!
A track is damaged!
One of our tracks was hit!
One of ours tracks is damaged.
Track hit
track_destroyed
One of our tracks is gone! We can't move!
We've lost a track! We're immobilized!
They blew off our track! We're stuck!
We're immobilized!
We've lost a track!
track_functional
Track fixed, let's roll!
Track repaired, drive on!
We fixed the track! Get going!
Tracks up, lets roll!
We fixed the track, let's roll!
turret_rotator_damaged
Turret hit, rotating speed decreased.
Turret ring hit - its moving slowly!
They hit the turret controls!
The turret ring is damaged, we can barely turn it.
turret_rotator_destroyed
Turret jammed!
They destroyed the turret controls!
The turret is stuck!
The turret controls are busted, we can't turn it.
turret_rotator_functional
The turret is fixed, but its still not turning quickly!
The turret works now, but be gentle with it!
You can turn the turret slowly now.
We've fixed the turret, but it still not turning very fast.
Try rotaining the turret slowly, it should be working now.
vehicle_destroyed
Vehicle destroyed!
We're done for! Get out!
Bail out! We're finished!
We've had it! Let's get out of here!
armor_pierced_crit_by_player
Critical hit!
We nailed them bad!
Thats gotta hurt!
Looks like that one went right through!
start_battle
Lets go!
Time to roll out!
Move out!
Lets get this show on the road!
victory
We've won!
Victory is ours!
Great job, men!
Mission accomplished!
defeat
Nothing more we can do here…
Fall back, men - this mission is over…
We can't hold on
We may have lost this one, but we'll be back!