5.2.2014

Yurko2F explains how camo works:

“Camouflage is a coefficient. As an example, take 0.5 – that means that a tank with 400 meter viewrange will see the enemy with 0,5 camo factor at (400*0.5) = 200 meters. Movement and shooting increase this coefficient, while camo net and camo skill reduce it. Specific values won’t be disclosed, for individual tanks they can be found quite easily in training room.”

- if one tank has full camo skill and the other tank has full viewrange skills, there is no definitive answer which one of them will have the advantage (compared to basic viewrange and camo values), it all depends on “who’s looking”
- an option not to be able to shoot while you are aiming at an ally won’t be implemented
- third test was started because developers found a few bugs and fixed them (had to be tested)

30 thoughts on “5.2.2014

  1. SS, I will be evil, and point out a little mistake = “As an example, take 0,5 ” should be there instead of “As an example, tak 0,5″.

    I know I am evil in pointing out typos, but this is my favorite method of spending free time.

  2. Specific values won’t be disclosed, for individual tanks they can be found quite easily in training room.

    That is BS. You do not lose anything by display those numbers. Also, how do you define “easy”? Finding those camo value is hard work.

    • “Easy” as in: Easy as cake.
      Calculate ur current view range (or use s tank with 100% crew only)
      Training on campinovka. Enemy (for example stock Borsig, as in no Net, only 100% Crew) standing on open field. You drive towards him, stop when u spot. Measure the distance, divide with your viewrange. Viola. You have calculated the camo value for the Borsig.

      Easy as cake.

      • Don’t forget, the spotting check isn’t on real time. It has a time interval as distance increases. That will greatly impact the accuracy and the speed of your experiment. Firing cost you credit. If the tank has a long reload, the testing will get even harder.

    • While the approximate values have been found via training rooms, I still don’t understand why they have to hide this value and many others.

      If they didn’t want to overwhelm people with info in the client, they could simply put the value in the tank files with other semi-hidden values like shell speed and gun depression.

  3. - third test was started because developers found a few bugs and fixed them (had to be tested)

    Wonder what those “few bugs” were.

  4. “an option not to be able to shoot while you are aiming at an ally won’t be implemented”
    A feature of a mod pack that I’m using is a safe-shot system. It basically prevents me from accidentally shooting a friendly.It’s very useful for when someone decides to run in front of me and blocks my shot.

    Edit: It’s in the OMC pack.

    • Except for when someone attempts a teamkill on you and you keep traversing around like complete moron because there is nothing else you can do … Unacceptable !

      • If someone tries to TK me, I ignore them. They’ll get banned if I leave them alone and let them tk me. so in a way it’s delicious revenge. With these new quicker harsher ban rules, I’ll actually be able to survive being tked because they get kicked mid tk

        (Note, one shot from being destroyed was what happened last time before the TKer got banned)

        which is no problem for me, I’m no stranger to fighting with very low health. BAN FOR ALL TKERS!

  5. ”- an option not to be able to shoot while you are aiming at an ally won’t be implemented”
    Why? Thats damn great idea! Because it could solve the TK problem.

        • It’s also not realistic. Being able to shoot and damage your teammates is supposed to make you more aware of your teammates. It does for me But I’m glad the harsher TK rules are coming in. some jerks need to be banned. If I get banned by accident, all I need to do is send in a replay. Proving I didn’t meant to shoot my teammate.

  6. I just had an idea for new perk.. based on focusing your sight on something like we do that sometimes in life lol

    What do you think about adding a perk that will extend our viewrange for like 2.5% while looking in the sniper view max zoom? While it extends viewrange for only that point, it decreases range for 2.5% in all other directions? xD

    So if you have 400 viewrange, and do the max zoom in sniper on certain point.. inside of that circle you would have 410 viewrange, while outside of it [ All that you can not see ] you would have 390 all around :P

    I am bored… and a bit lazy to suggest that to forums if it’s any worth it..

    • It be to easily abused as it requires the client side to inform he serve what lvl of zoom your at.

      It be more sensible to do a spot check with enhanced stats along you gun barrel.

      • Aldo there are mods changing the sniper zoom so you can’t rely on it.
        BTW. are those mods making your max zoom 30x illegal?

  7. “- third test was started because developers found a few bugs and fixed them (had to be tested)”

    Had to be tested. Someone else might have tested it wrong.

  8. Well, if they want to eliminate team damage just make sure damage doesnt affect allies when shooting and raming them. A super easy solution.

  9. I’ve started playing WarThunder more than WoT. Did you all know that most most players of WT are too busy playing to type stupid shit in chat? In fact, most of the issues that WoT serves up do not exist WT. WG has turned the game into a circus with all the dramas and trolling of players.

    Oh, and fuck those useless cunt WGEU employees…fascist jerks. The community manager/coordinator/cockgobbler is a mentally retarded manchild that likes to mock players with insensical animated GIF’s.

    Yep, I spend more time reading the gossip on FTR than playing WoT. Great sideshow you have SS…keep it up :)