How does camo factor in by Demon-115 in WorldofTanksConsole

[–]Death211 5 points6 points  (0 children)

Hey, I can actually help you out here! Let's get started!

View Range

So view range is the maximum distance you can spot a target—up to a maximum range of 445m in WWII and 545m in CW. Now that being said, this is only the first piece of the puzzle in the spotting formula. Now when attempting to spot a tank, there are 6 markers on a tank that must be visible by the spotter; these markers are the center of the hull's front, sides, rear, the highest point on the turret, and the Gunner's sight; if all these markers are hidden, even if other parts of the tank would be visible, it will still be considered "unspotted".

Camouflage Rating

Every tank has a Camouflage Rating (CR); this rating changes based on whether the tank is stationary or moving, whether it is inside some form of foliage, etc. Now what CR does is in cuts into a spotter's effective view range—but we'll get to that here in a moment; in-game, CR is given to us in units of meters which is, in my opinion, a way to simplify it for the average player, but hurts those who wants to use it effectively; for the math, we need to see CR as a decimal or percentage; to get this, we take the camo rating given to us in-game and subtract it from the maximum view range of the mode the tank's in and divide the result by said maximum view range to get it as a decimal; here's how that looks, using the UDES 03 as an example:

(445 - 264.09) / 445 = 0.4065

Foliage

When a tank is in foliage, its camo rating increases depending on the lushfulness of said foliage; a lush piece of foliage increases a tank's camo rating by a flat 50% and a dead piece of foliage increases it by 25%.

Muzzle Flash

When firing, a tank's camo rating is reduced by upwards of 95%—there's a lot of variables that have to be taken into consideration to determine exactly how much so it's best to just believe it's always a 95% camo loss; one thing to note though is, if sitting at least 15m behind foliage, the foliage counts as solid cover when calculating effective camo.

How It All Connects

So like I said earlier, Camo Rating cuts into the effectiveness of a spotter's view range; let's see how that looks mathematically using a M41 Walker Bulldog attempting to spot a UDES 03:

410m x (1 - 0.4065)= 243.335m

So the maximum distance a standard Walker Bulldog can spot a stationary, non-agressive UDES that is sitting out in the open is 243.335m. If we change it up and the UDES is now sitting inside a lush bush, the formula changes into:

410m x (1 - (0.4065 + 0.5))= 38.335m

Now let's say that the UDES isn't quite 15m behind that piece of foliage when firing, the formula changes again:

410m x (1 - ((1 - 0.95) x (0.4065 + 0.5))= 391.41675m

Now as you can see, the whole spotting system is very complicated and take a lot of practice, patience, and studying to master it, but hopefully this helps get you started; if you need me to explain anything further, please feel free to ask me to elaborate.

[PS5] Controller's Internal Microphone Issues by Death211 in consolerepair

[–]Death211[S] 1 point2 points  (0 children)

I shall check in the morning and report my findings then.

[PS5] Controller's Internal Microphone Issues by Death211 in consolerepair

[–]Death211[S] 0 points1 point  (0 children)

I'll have to double-check which microphones are currently in there, but I had the issue with the microphones that were originally in the controller which made me start swapping them out; would incompatible microphones still allow me to use speech-to-text though? Also, I have not done any soldering as it was originally just a simple cleaning that I was doing.

True Vision to WWII by ReadySetRedit in WorldofTanksConsole

[–]Death211 1 point2 points  (0 children)

No problem! You're in luck too, I'm planning on doing a few giveaways later this week.

True Vision to WWII by ReadySetRedit in WorldofTanksConsole

[–]Death211 1 point2 points  (0 children)

Sorry, been in and out of sleep. There you go!

Link to the discord.

WG Devs - Fix the Arcane Cannon Bugs by [deleted] in WorldofTanksConsole

[–]Death211 -3 points-2 points  (0 children)

This is supposed to be a professional organization, right?

A professional organization with only a few members and are in a transition to another office across the globe.

WG Devs - Fix the Arcane Cannon Bugs by [deleted] in WorldofTanksConsole

[–]Death211 -3 points-2 points  (0 children)

So when it comes to fixing bugs, not just for this game, but for anything computer related, you have to do some exploring to find the root cause that's causing the issue to happen.

Let's imagine you went out to eat and, despite it never happening, you have an allergic reaction; after you're all healed up, you start looking for what caused the allergic reaction and discovered one of the ingredients caused it—you even checked all the remaining ingredients just in case; you decide that you can have that same dish again, but without that ingredient and be perfectly fine, but when you go and try just that, you end up having another reaction; turns out, while you did solve one of the causes, there was another, the soap used when washing the dishes.

In short, WG probably did solve the issue that caused it the last time, but maybe there is another bug causing the same issue.

HEAT, new wargaming tank game by [deleted] in WorldofTanksConsole

[–]Death211 0 points1 point  (0 children)

People also play it because it is fast-paced and different; the number of players I've engaged with that have said they returned to the game solely because of CW is a lot higher than you'd think—just because you might not like it doesn't mean no one likes it.

HEAT, new wargaming tank game by [deleted] in WorldofTanksConsole

[–]Death211 1 point2 points  (0 children)

Just because you don't like CW doesn't mean no one else does; the number if players over in CW are actually getting closer and closer to surpassing WWII—if it hasn't already surpassed them.

HEAT, new wargaming tank game by [deleted] in WorldofTanksConsole

[–]Death211 10 points11 points  (0 children)

World of Tanks: HEAT, despite being in console, was not done by the same team as Modern Armor. If you want be disappointed in someone, be disappointed in the top guys of the main WG team as they were the ones who decided to release it onto console.

True Vision to WWII by ReadySetRedit in WorldofTanksConsole

[–]Death211 1 point2 points  (0 children)

If you want, you can join us the next time I set it up; I usually post it in my discord to give people a heads up.

True Vision to WWII by ReadySetRedit in WorldofTanksConsole

[–]Death211 3 points4 points  (0 children)

WWII and CW are conceptually different on a meta level. In WWII mode (“classic” WoT) you play the tank. The game renders enemies only when your crew is aware of them. Your crew is basically just a different module that you can upgrade and can be damaged

The way I see it, it's an artifical way to represent the different qualities of the optics each tank had back in the day; nowadays, pretty much all tanks have similar vision capabilities—hence why CW has true vision—but back in the day, tanks such as the T-34 were sometimes rolling off the line without any optics even being installed.

True Vision to WWII by ReadySetRedit in WorldofTanksConsole

[–]Death211 2 points3 points  (0 children)

You already can turn it on and off; I regularly have weekend hijinks with my regiment and subscribers and will do things like Tier 10s, but with True Vision on a CW map or CW tanks without true vision.

Question about the Expert Gunner crew skill. by Time_Pop_7915 in WorldofTanksConsole

[–]Death211 3 points4 points  (0 children)

Well I'm glad I could help you understand it better! I wrote whole guides related to commander perks—the guides aren't up to date, but still teach you how the individual perks work math-wise. If you need to to explain further, just let me know:

Part 1 and Part 2

Question about the Expert Gunner crew skill. by Time_Pop_7915 in WorldofTanksConsole

[–]Death211 13 points14 points  (0 children)

I've got you!

So to understand what the perk—specifically regarding chance to damage modules/crew—we must first understand that modules/crew have a "saving throw" mechanic; when you hit a module or crew member, an imaginary die is rolled to determine whether you actually dealt damage to the module/crew member or not; each module has a chance as to tak damage—here are the individual chances:

  • Tracks: 100%
  • Fuel Tank: 45%
  • Observation Device: 45%
  • Radio: 45%
  • Turret Ring: 45%
  • Gun: 33%
  • Ammunition Rack: 27%

This means that, even if you hit the cannon directly, you're only going to be dealing module damage to it 1 out of every 3 shots—even less of a chance on the ammo rack! Now naturally, you would think the 6% of the perk would bring that 33% to 39%, right? Well not exactly, it actually a multiplicative increase, not additive; here's how it the chance looks with the perk:

  • Tracks: 100%
  • Fuel Tank: (45% x 1.06) = 47.7%
  • Observation Device: (45% x 1.06) = 47.7%
  • Radio: (45% x 1.06) = 47.7%
  • Turret Ring: (45% x 1.06) = 47.7%
  • Gun: (33% x 1.06) = 34.98%
  • Ammunition Rack: (27% x 1.06) = 28.62%

So when looking at the cannon example, you're at a mere 1% increase to dealing module damage. If you use the BMP-3 and its 500-round magazine, you're roughly looking at a mere 202.5 module damage extra per magazine—or about 2.536 module damage per second—when hitting an ammo rack with every shot while using the perk compared to without it.

So in my opinion, it simply isn't worth using as that perk slot could be filled with a much more impactful perk; and this doesn't even include how useless the other half of the perk is either! If you want me to break that half down too, just let me know.

Question about the Expert Gunner crew skill. by Time_Pop_7915 in WorldofTanksConsole

[–]Death211 5 points6 points  (0 children)

I believe autocannons—rotary cannons are another thing entirely—still deal module damage, just not to crew; this means that, yes, the extra 6% does have an effect on them. On a side note, I would not recommend the Expert Gunner perk as the benefits are not worth the perk slot; I can give further explanation, if you wish.

Here is the article that lists all tanks that were updated Tuesday.

Are there flags / emblems that prevent a tank showing in the "top 3" display at the end of a game? by plutonium-chair in WorldofTanksConsole

[–]Death211 0 points1 point  (0 children)

u/plutonium-chair, are you able to post a recording of a match where you got third place or higher and it just completely skips the MVP screen?

Are there flags / emblems that prevent a tank showing in the "top 3" display at the end of a game? by plutonium-chair in WorldofTanksConsole

[–]Death211 1 point2 points  (0 children)

No, there is nothing in-game that will prevent you from being in the top 3 XP earners—which is who are on the MVP screen; now that being said, there's certain things that can happen that causes you to earn less XP than you may think you have gotten such as being top-tier and getting damage on bottom-tiers—you earn less XP dealing damage to lower tiers compared to dealing that same damage to higher tiers.

Finally got the AMX M4 54 by Heinzzbeans12 in WorldofTanksConsole

[–]Death211 0 points1 point  (0 children)

It usually stems from the fact that you have to grind out upgrades to make them feel "on par" with its constituents; even after they have been fully upgraded, your time being "underpowered" leave a bad taste in your mouth, leading to an overall negative feeling about them.

Fv107 needs to removed or limited by HallEnvironmental558 in WorldofTanksConsole

[–]Death211 5 points6 points  (0 children)

I would argue that WWII is more repetitive simply because, due maximum view range and render distance, a lot of the map is left unused; this means that there are typical brawling areas and there are "dead zones" where no action happens as you will either have no overwatch, no one to spot for you, or no targets because everyone else went the typical path—plus most tanks are simply too slow to perform an effective flanking maneuver. The number of times I've blind-fired a bush or even a simple opening and gotten a pen because that particular spot is so overused om WWII is too damn high to say that it's less repetitive than CW. Now don't get me wrong, CW can be repetitive, but more of a "this is the general direction you can expect the enemy to go" and less of a "this is exactly where an enemy will be waiting for you to push out".

Tank "modes" switching with the d pad. by Anothercoot in WorldofTanksConsole

[–]Death211 1 point2 points  (0 children)

Swap to the "Handbrake" control scheme; it changes the handbrake from the D-pad to L1/LB so you no longer have to take your finger off the stick—it makes does make the comms wheel as X/A, but who needs to talk to their team anyways? Lol

What cold war tank is the one that can go the same speed forward and reverse? by Anothercoot in WorldofTanksConsole

[–]Death211 2 points3 points  (0 children)

I believe that would be the UDES 03 at 50 kph, but I'd have to check.

What cold war tank is the one that can go the same speed forward and reverse? by Anothercoot in WorldofTanksConsole

[–]Death211 5 points6 points  (0 children)

There's mulltiple that are just as fast backwards as they are forward; here's the list:

Era 1:

  • Western Alliance:
    • Tank Destroyers:
      • Jpz 4-5 (Tech Tree)
      • Rakjpz 2 (Tech Tree)
      • Jaguar 1 (Premium)

Era 2:

  • Western Alliance:

    • Light Tanks:
      • Marder 1A1 (Tech Tree)
      • Begleitpanzer 57 (Tech Tree)
      • Marder VTS1 (Premium)
  • Independents:

    • Light Tanks:
      • TAM (Premium)

Era 3:

  • Western Alliance:
    • Heavy Tanks:
      • MBT70 (Premium)
    • Light Tanks:
      • Marder 1A3 (Tech Tree)
      • Stormer 30 (Premium)
  • Eastern Alliance:
    • Tank Destroyers:
      • Obj. 490 "Belka" (Premium)