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Revision as of 10:44, 19 July 2013Revision as of 11:03, 19 July 2013
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 Let's look at the different elements of that equation in detail: Let's look at the different elements of that equation in detail:
 <blockquote> <blockquote>
?;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. <br /><br />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table] and this [https://www.mediafire.com/view/?o7hjrerwjb6172a table] (Outdated, several camo factors changed in 0.8.6). 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 Nearly all of these values are outdated by now, you should ignore them.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. <br /><br />An incomplete list of measured spotting ranges in meters can currently be found in this [https://docs.google.com/spreadsheet/pub?key=0AkIzg0QxbGh_dFFFeV9CREtMSDZJdXhEZXdKRDRrNUE&output=html table]. First value is for standing, second for moving and third for shooting. A tank with 400m viewrange and 100 percent crew was used during tests, without any special perks/skills/equipment/consumables. All other tables like [https://docs.google.com/spreadsheet/ccc?key=0Au-0ejftw524dEd4a0hURjB3eTV5SE1vX1RBVlJDSlE this] and [https://www.mediafire.com/view/?o7hjrerwjb6172a this] should be considered outdated, because several camo factors changed in 0.8.6. Also 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 [[Crew#Skills|skill]]. ;camoSkill: This is your crew's [[Crew#Effective_Training_Level|effective skill level]] for the Camouflage [[Crew#Skills|skill]].

Revision as of 11:03, 19 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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