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       #Post#: 90--------------------------------------------------
       General know-hows and in-game mechanics
   DIR By: DaDogcatcher
       Date: April 12, 2014, 4:15 am
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       This guide serves to provide info on how the basic in-game stuff
       work, so it should prove much more useful as a general guide for
       all than specific comprehensive guides on tank types. A few of
       the mechanics were covered by WG in youtube videos and are worth
       checking out, although they are rather long and jargon-ish.
       Random Number Generator (RNG for short, a.k.a. RNJesus)
       This is the basis of many things in WoT. It basically generates
       a random number within a specified range for your damage,
       penetration and even camo. Yes, even your penetration is
       affected, which is why penetration value for shells have a range
       of XXX-XXX, hence the concept of perfect angling does not exist,
       there will be *WTF HOW DID THAT PEN ME* moments even when u're
       driving a maus like a pro. When referring to RNG, a low roll
       means you got trolled by it, a high roll means your enemy got
       trolled by it, just think of it as the number you get while
       rolling a die.
       Matchmaking (MM for short)
  HTML https://www.youtube.com/watch?v=UwGiwkPqmbw
       The MM system is there to balance teams in random matches, but
       we all know how bull**** this thing can be a lot of times. Each
       tanks have their own MM values and battle tiers, both of these
       are different things. Heavies and TDs are supposed to have
       higher MM value compared to mediums while most lights from tier
       4 onwards get the "scout" MM. The scout MM basically grants you
       the privilege of getting into the big boys' games where you get
       chased down by anything that sees you because you're a 1-2 shot
       kill. Hence one of the rules while platooning is never ever use
       a light if you don't wish to get into tier 9-10 games.
       Theoretically SPGs should not exceed 3 per team as well, a team
       with higher tiered SPGs will have less while the other team with
       lower tiered SPGs gets more of them. For mediums, TDs and
       heavies your battle tiers are +-2, you'll meet at most tanks 2
       tiers higher or lower than you. Battle tiers used to go as high
       as 12, but tier 12 was recently removed "in a bid to decrease
       the waiting time for tier 8 tanks". This basically mean that
       when you're grinding tier 8s, expect to fight tier 10s very,
       very frequently. Used to love my Tiger 2, but hate it now
       because the armour is non-existent when facing tier 10s, not to
       mention that WTF E100s just 3 shot K.O.s Tiger 2s without even
       being spotted.
       Armour vs Penetration
  HTML https://www.youtube.com/watch?v=wq5S8CrsUig
       The second video seems to have been removed, but it's nothing
       important. Basically when you fire a shell of pen 100mm flat
       onto (0 deg from the normal) an armour of 100mm, you're supposed
       to pen it. Larger angles mean a higher chance of bouncing. When
       the angle reach is big enough, the shot becomes auto-bounced.
       However, when your penetration is three times the armour value,
       your shot becomes an auto-pen. However, based on my experience
       of getting my shots bounced off very weakly armoured targets and
       performing miraculous bounces in my lights, I no longer believe
       in these stuff. Welcome to World of Tanks my friends, be
       prepared to catch your eyeballs as they fall out of their
       sockets.
       There are 2 kinds of armours, the normal ones and spaced
       armours. Spaced armours are the ones you find on the super
       pershing and on the sides of IS-3, IS-8 and IS-7. You know how
       the normal ones work, so i'll talk about spaced armour instead.
       Spaced armour is the parts on a tank with armour value but takes
       no damage when hit, tracks are considered spaced armour as well.
       It helps to partially negate HE damage and decrease the
       penetration of shell before they reach your hull. This is why
       german tanks are so potent at sidescraping as they have broad
       and thick tracks. Side skirts are spaced armour as well. Eg. the
       E100 and Maus, shooting at its sides means getting through BOTH
       the side skirts and tracks. Russian mediums and american heavies
       on the other hand, have very spacey tracks which don't cover
       much of their sides. Whenever you see one angling to the side
       too much, just plug a shot straight into its side for easy
       picking.
       In-Game Objects
       Since a few patches ago, shells are able to pierce through
       destructible objects like pillars, fences and walls. BUT,
       destructible houses WILL eat your shells, keep this in mind. The
       destructibles will decrease the penetration by just a wee little
       bit. Note that the outline of enemy tanks do not appear when you
       aim them through walls, but you can estimate the general
       location of their weak spots and shoot them nonetheless. Newbies
       are especially vulnerable to this tactic. If the enemy is too
       far for you to confidently shoot at, zoom out to aim them
       without being blocked by the destructible. Note that things that
       cannot be destroyed cannot be penetrated, and that piles of wood
       logs are destroyable but impenetrable as well. Within a few
       patches (mini patch after the big 9.0 patch) to come, these
       destructibles will remain in the game rather than disappear in a
       puff of smoke. In other words, brick walls when destroyed become
       bits of bricks on the ground which should affect the
       manoeuvrability of your tank. Houses will also become
       destroyable with HE and only HE. Hence when the time comes
       consider packing a reasonable amount of HE shells to chew away
       at solid targets.
       Types of Shell
       AP=Armour Piercing, HEAT=High Explosive Anti Tank, HE=High
       Explosive, HESH=High Explosive Squashed Head, APCR=Armour
       Piercing Composite Rigid
       These are the shells in WoT. There may be some other shells i do
       not know of, but those are rare and aren't special enough to
       merit my explanation =P.
       -First of all AP is the bread and butter for almost every tank
       in the game, do not underestimate this shell simply it is a
       normal shell. It receives a normalization of 5 deg, what this
       does is basically increase the penetration of AP. Upon
       penetration it deals the damage determined by RNG. The
       penetration of AP is lost over distance. I've heard that the pen
       is lost from somewhere between 20% to 30% over a range of 400m
       and longer, so if you fail to pen a long distance well armoured
       target repeatedly, it's a good idea to stop doing it and save
       your shells before you run out of them.
       -APCR also receives normalization albeit only 2 deg. Another
       thing worth noting about APCR is that it travels at a higher
       velocity and it is the normal shell for ALL TIER 10 MEDIUMS.
       When using APCR, you don't have to lead a target as much as you
       usually do, thus this is one of the advantages mediums hold over
       heavies at tier 10. Upon penetration, it also deals the damage
       through RNG. Pen of APCR is also lost over distance, same as AP.
       -HE deals very high damage, but the damage is affected by RNG,
       its penetration and the armour value. It has low pen, and thus
       is very unreliable even when you use it on low armoured targets
       unless you have a very high caliber gun (120mm above). The
       advantage of using HE is that it is very unlikely to bounce, but
       IT CAN and WILL BOUNCE when your luck suck very badly. HE also
       has a blast radius, you can check it in your resupply window.
       Basically a KV-2 can just derp at the ground to kill a low
       health target hiding behind cover. Other than this, when to use
       HE? Simple, just use it on low health targets who have 150 or
       less hp. I really really don't recommend using HE for scouts and
       SPG. If your penetration is not enough, the damage is negated by
       armour value, but with a big enough gun your HE will penetrate
       and deal full damage. Another advantage of HE is that it wrecks
       modules and crews like no tomorrow, which is why when you deal
       with the new german TDs, juz derp away on their turrets. Note
       that spaced armour negates the damage of HE by A HUGE degree.
       -HESH is identical to HE, with one bit difference: it has a
       huuuuge penetration value comparable to normal non-gold APCR and
       AP. This basically lets you deal high damage even on heavily
       armoured targets, however taking the pain to aim at weak spots
       will increase your chance to deal the full damage. One such tank
       is the tier 10 brit TD FV152 183, often referred to as 183
       because FV152 also refers to the tier 10 brit heavy. This is the
       kind of target i recommend to let your team mates take the shot
       if you're facing one head on. However it has a base reload of 30
       secs, so it's not all rainbows and ponies. The tier 10 brit
       medium also gets to use HESH other than APCR, making the brit
       medium an interesting machine as well.
       -HEAT. Ah the almighty gold round, abused by american
       autoloaders and T-54s, yes they have high pen values, yet
       they're ridiculously unreliable, which is why i rarely use them
       myself. On the other hand, tanking HEAT rounds repeatedly while
       sidescraping is such a satisfying experience.
       Things about HEAT:
       1. HEAT hates angled surface
       2. HEAT hates spaced armour and side skirts
       3. HEAT has no normalization
       4. Firing HEAT blindly on a target makes you a gold spamming
       noob.
       Hence, even when firing gold, know how to fire it. Shoot HEAT
       rounds on reasonably flat surfaces with no spaced armour, that's
       how you do it. This is why Mauses are allergic to HEAT rounds. A
       Maus relies more on thick armour than good angling to tank
       shots. Also, HEAT deals damage based on RNG like AP and APCR.
       One advantage HEAT holds over AP and APCR is that it does not
       lose penetration over distance.
       Types of Gun
       Understanding your gun and how your tank's nation's guns work
       will help a lot. German guns fire shells at higher velocities,
       you do not need to lead targets as much. Russian, chinese and
       french guns are the complete opposite, you have to lead a lot.
       Howitzers, better known as howies and derp guns also fire shells
       at a low velocity and these shells tend to drop a little
       downwards at long range. There are also howies which fire shells
       in a parabolic trajectory like an SPG, such as the one on the
       Alecto and AT-2. I have yet to drive any other tank which uses a
       similar gun. This makes these tanks suck at sniping long range
       or shooting moving targets, however you can zoom out and shoot
       over covers as though you're an SPG, so it's a double-edged
       sword.
       Camo and View Range
  HTML https://www.youtube.com/watch?v=5ML4oXjG6ag
       Some tips:
       1. You get a higher camo when you're not moving.
       2. Lights retain their full camo even when moving.
       3. Shooting negates the camo of all bushes within a radius of
       15m to you. Hence the common advise of shooting behind and not
       inside bushes.
       4. Maximum range to spot someone is 445m. You cannot spot a Maus
       that is 446m away regardless of your viewing range.
       5. Situational awareness crew skill for radio operator increases
       your view range by 3%. Recon on commander by 2%.
       6. BiA, vents and prem consumables like strong coffee, onigiri
       etc. increases your view range as well simply by increasing your
       crew efficiency. It's 8.6m for tanks with view range of 400m per
       5% increment of crew efficiency i think.
       7. You spot people with a point in the middle and on top of your
       turret. If you're exposed but your turret remains in cover,
       people can spot you while you cannot spot them, hence the
       importance of sixth sense.
       8. You lose your binocs bonus, camo net bonus and/or stationary
       camo even if someone bumps into you and you're not the one
       moving.
       9. Sixth sense has a 3 second delay, so develop the reflex habit
       of diving into cover the moment sixth sense lights up.
       10. Remember what i said about RNG on camo? The time interval
       between you no longer being spotted and you disappearing off the
       enemy's radar is RNG-based by WG to avoid system abuse. Just
       because the enemy is no longer visible doesn't mean you're off
       the radar too, there seems to be a variation of +- 1 second
       based on player experimentations.
       When you're using bushes to passive scout, sit in the bush if
       you're exposed from multiple sides, behind the bushes if you're
       confident the enemy is only in one general direction. If you
       want to shoot, try and put enough distance such that the bush is
       completely opaque/visible when in sniper mode so the bush still
       camos you even when you fire. This is where having good gun
       depression comes in handy as most bushes are deliberately placed
       on ledges. As a light and med tank user, i highly recommend
       using optics for aggressive and scouting game plays. While camo
       is a must for lights, i highly recommend camo for mediums as
       well, russian mediums have a high base camo and with crew of
       full camo rivals the camo of lights when using bushes for cover.
       E 50 can be surprisingly stealthy as well.
       Ramming 101 for Lunatics
       The reason why i went for German tank isn't because i'm a WW2
       fanboy, but rather i simply want to ram people given that the
       Germans are heavy and have good engines. Ramming is an effective
       strategy for killing low health targets without wasting your
       shot or to track targets. Always consider ramming as a second
       option. If you want to deal a reasonable amount of damage with
       ramming, here's a few rules:
       1. You need to have reasonable armour.
       2. You need to have at least twice the weight of your rammee for
       speeds lower than 20 kph.
       3. You need to have 50% more weight than your rammee for speeds
       above 30 kph.
       4. Thanks to the physics engine, you deal damage as long as you
       have high enough of a momentum than your rammee, if you're
       ramming a very light weight rammee, don't stop upon ramming,
       keep on going as you will keep dealing damage.
       Also, if you're trying to detrack someone with ramming, ram them
       diagonally to deal maximum damage to their housing wheel, it's
       the big wheels on the front and back of tanks where you usually
       shoot to track others. As a player driving an E 50, i know the
       approximate weight of all tanks in game, and i just ram
       everything that has about the same weight or less than me as
       long as i'm faster than 40 kph without considering anything
       else. Heavy tank? WHO CARES as long as it isn't a Maus or E100.
       I did say this section is for lunatics. I have controlled
       ramming as a skill for my driver, spall liner is also
       recommended for ram junkies to minimise damage received upon
       ramming. An E 50/E 50m fully duked out for ramming can even ram
       IS-7s with enough speed even though an IS-7 weighs around 10 ton
       more. And just because you're driving a light tank doesnt mean
       you can't ram. A WZ-132 weighs around 25 ton, which makes it
       heavier than almost all other lights and even some light weight
       tanks like the rhm. borsig. Since it has great power to ton
       ratio it just makes it one hell of a light tank to ram light
       weight targets at high speeds and laugh your head off.
       Skills and Perks
       Skills starts working the moment you get them, and perks only
       work when they are 100%. BiA, Brother in Arms only works when
       ALL of your crew reaches 100%. For detailed info, you can visit
       the Wot Wikia to know the percentage you get from skills. BiA
       should never be used alone and should be stacked with vents or
       premium consumables which increase the crew efficiency like
       strong coffee, extra battle rations, onigiri etc.
       Equipments
       Most equipments do as the description says so reasonably well,
       but i think i should mention that spall liners can be a little
       unreliable. Even with super heavy spall liner which provides 50%
       more protection to crew and against HE i still find my E 75
       receiving a ridiculous amount of damage even from SPG splashes.
       Sometimes i fee like i should change spall liner to some other
       equipment instead...
       The Numbers Does Not Tell the Truth (Hidden/Soft Stats)
       Not everything is listed out by WG. However these stats can be
       found in the Tank Inspector i recommended. Just because your
       tank has a maximum speed of 60 kph doesn't mean you can reach it
       even on hard and flat ground. One such example is the duck AMX
       40 which has a theoretical max speed of 60 kph, but we know how
       lovable that tank is. Your tank may seem fast on paper with good
       power to ton ratio, but your traction on different ground will
       influence your acceleration. Engines can also affect your
       traverse speed, a better engine simply means faster traverse for
       BOTH TURRET and HULL. This is why you should always go for
       engine upgrades first instead of track upgrade if your maximum
       weight allows it.
       EXP and Creds
       EXP and creds per battle are earned based on the dmg and
       spotting damage done. There are rumours that kills will earn you
       exp and creds as well, but WG has denied it and based on my
       experience even if it does do so, it's not noticeable. Also, you
       gain more exp and creds by dealing damage to higher tiered
       enemies, which is why while lights getting scout MM really sux,
       if you can go around putting troll shots into high tiers, you
       can earn a ridiculous amount of EXP and creds. Being able to
       make sweet sweet posterior love to a high tier non-turreted TD
       will immediately make you a top scorer. Also, do note that
       capping, gives you almost nothing. Really, capping when you are
       winning without a doubt is a dumb thing to do, it ruins your
       stats and marks you out as a tomato, so go out there and pile up
       more damage for exp and creds. Only cap when winning by
       eradicating the enemy is not possible or uncertain. Back to
       creds, tier 5 is considered the best tier for earning creds,
       while from tier 8 onwards you'll only make creds if you don't
       get damaged too much if you're a non-premium user like me.
       Premium user can play whatever tanks they want and still earn
       reasonably.
       Premium
       Premium tanks cost almost nothing to repair and resupply. They
       also have a higher credit earning coefficiency, they simply earn
       you more credits per battle. It is recommended to have at least
       one tier 5 or tier 8 premium tank for cred farming purposes.
       Premium tanks also do not apply crew penalty as long as the crew
       used in it is of the same nation and vehicle type. Eg. you can
       place your crew from your IS-3 in an IS-6 and still enjoy your
       crew at its full efficiency along with all the skills and perks.
       This way you can earn experience for crews while placing them in
       a premium tank. Premium account lets you earn credit and exp at
       a rate of 1.5, you'll earn 50% more exp and credits.
       As always, feel free to comment, dispute and add on to stuff i
       might have left out.
       #Post#: 91--------------------------------------------------
       Re: General know-hows and in-game mechanics
   DIR By: DaDogcatcher
       Date: April 12, 2014, 4:16 am
       ---------------------------------------------------------
       Reserved for future add-ons
       #Post#: 92--------------------------------------------------
       Re: General know-hows and in-game mechanics
   DIR By: ljl87
       Date: April 12, 2014, 4:32 am
       ---------------------------------------------------------
       Good, Very Good. :o :o :o :o :o :o :o :o :o :o
       #Post#: 93--------------------------------------------------
       Re: General know-hows and in-game mechanics
   DIR By: ljl87
       Date: April 12, 2014, 4:55 am
       ---------------------------------------------------------
       And if u need help with ramming. Download the tank information
       mod. The mod will give u info of ur tanks chances of ramming
       someone. If u are in low health. I dun suggest u ram. Because
       ramming in low health is suicide if u are facing an heavy. Not
       just u get sniped easily. U get killed by the victim. I got a
       kamikaze badge cos he rammed me with 26 health left. 26
       #Post#: 110--------------------------------------------------
       Re: General know-hows and in-game mechanics
   DIR By: Z
       Date: April 14, 2014, 3:18 am
       ---------------------------------------------------------
       Nice post Catcher  :). Definitely be useful for newcomers
       #Post#: 112--------------------------------------------------
       Re: General know-hows and in-game mechanics
   DIR By: southtrack
       Date: April 14, 2014, 4:50 am
       ---------------------------------------------------------
       Nice post Dog.  Great effort & good tips.  8) 8)
       #Post#: 113--------------------------------------------------
       Re: General know-hows and in-game mechanics
   DIR By: Theflybuy252
       Date: April 14, 2014, 4:52 am
       ---------------------------------------------------------
       Another piece of art from the great DogCatcher!
       #Post#: 124--------------------------------------------------
       Re: General know-hows and in-game mechanics
   DIR By: DaDogcatcher
       Date: April 16, 2014, 2:39 am
       ---------------------------------------------------------
       aw, you all make me blush, cookies for everyone!
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