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[WoT] Misc Info. Updated

Дата: 05.09.2012 19:08:49
supercharge: Hi All,

This post contains some misc information of World of Tanks taken from Overlord's Blog.


AP and APCR penetration and normalization: There is no normalization when hitting external modules - tracks and gun.
Rounds ignore the armour slope when hitting external modules - tracks and gun.
Rounds get normalized only when hitting main armour or spaced armour
Normalization doesn't change the real round trajectory. This simplifies the calculation.
Normalization is taken into account to calculate penetration / non-penetration at the point of impact (where round meets armour).
If round penetrates the outer spaced armour and after that penetrates the inner main armour, it doesn't get normalized twice on the main armour. In both cases, when penetrating spaced armour - regular normalization value is used, for main armour - the same one is in place (no xN increase). The real round trajectory again stays the same for both penetrations.
Normaliztion value for all rounds will be substantilly decreased in 8.0 update: approx it will go down from 7 deg (on average) to 5 deg (on average).
Ricochet angle is 70 deg.
Overmatch is the situation when round caliber is 3+ times bigger than armour. In this case, there is no ricochet. Round tries penetrate the armour regardless of the angle.
After the ricochet, round changes its trajectory and continues its journey. Its penetration power is reduced by 25%. Only 1 ricochet is calculated by the server.
Semi-overmatch is the situation when round caliber is 2+ times bigger than armour. In this case, normalization is increased proportionally to the semi-overmatch value, ie x2, x3, xN.

Saving throws and gun hits: Being inside the vehicle round can go as long as 10-caliber distance inflicting damage to modules and crew.
If module/crew is lucky to get saving throw, round doesn't go further
If module/crew doesn't produce saving throw, round goes further having its damage reduced by the amount of HP module/crew had. If the remaining damage is <= 0, round doesn't go further (it gets stuck)
Gun also has saving throw, but if it dodges, round goes further. However if round has penetrated the armour and inflicted damage before hitting the gun / gun dodging, it won't go further
When gun (gun hitbox) is penetrated (2 outer spots of the model hit), round gets its penetration reduced accordingly
Crew members don't stop AP rounds under any circumstances
Publicly available hitboxes


It is planned to display hitboxes (without internal stuff) in the game client, specifically in hangar submenu. Clicking on a particular spot, one will get its exact armour thickness and possibly angle of possible impact (based on camera angle) - thus it will be more clear what and where you can penetrate and when you have little chance.

Voiceover

The current algorithm (or sequence) of hit and penetration messages will be reconsidered. Yes, "we are on fire" shouts will finally get higher priority. Additional sounds will be added when hitting tracks or gun. ETA - soon! :)

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