How does camo work in world of tanks




















Our tank is sitting completely inside of a dense bush and has not been moving for more than 3 seconds. Should this calculation be confusing to you, remember that you need to factor in both the bonus from Improved Ventilation equipment as well as the Commander bonus.

It would, however, be understandable if the calculation above still seems confusing, because there's no way to tell what those figures relate to unless you spend some minutes figuring out the equation. To make things easier for you, here's the above numbers explained:. Now to get a complete spotting example, let's add an example spotter with an effective view range of m. Spotting range is calculated as follows:. Each vehicle comes equipped with a radio that allows your Radio Operator to communicate with other vehicles on your team.

Two friendly vehicles can communicate if they are no further away from each other than the sum of their respective radio ranges also called signal ranges. For example, a tank with m effective radio range and a tank with m effective radio range stay in communication up to a distance of m. Your effective radio range depends on your vehicle's radio and on the effective skill level of those crew members responsible for the Radio Operator role.

If you are in communication with a friendly vehicle, then you will share information about the position and health of all enemy vehicles either of you are currently spotting. You will not relay any information received from other friendly vehicles via radio communication, however, nor will it be relayed to you. In other words, you will know the location of:. Welcome to Wargaming. Page Discussion. View Source View history. Camo and Spotting. The effect is removed if the Gunner receives first aid via a consumable such as a health pack.

However, most of the penalties described above increase the aiming circle by a factor bigger than three, which is why fully aiming the gun typically takes longer than the listed amount of time. When you fire a shot, your shell trajectory is first calculated based on the data the client has. It is later updated with the data confirmed by the server.

If the difference was big, then you may see shell tracers leave your barrel at an angle or change flight path mid-trajectory. It is unclear whether only the aiming point or also the dispersion of the trajectory around this centre point is corrected based on server data.

At least in v0. This indicates that either dispersion is not synchronized between client and server, or that it is during a battle but that data is missing in the replay files. In any case, currently replays cannot be used to find out where your shot went exactly. Aiming properly and hitting the enemy tank are only the means to an end, and that is actually damaging and eventually disabling it.

And that is not automatic. Once you have hit an enemy vehicle, the game then calculates where the shot hit the enemy, at what angle you struck the armour, the effective thickness of the armour based on the impact angle , and thus ultimately whether your shell penetrates the armour. The ideal impact angle is along the normal, i.

The actual impact angle is calculated as the deviation from the normal. For this, the ballistic flight path of the shell is taken into account, which can be particularly important for artillery guns and their high arcing trajectories if you fire AP or HEAT shells with them. If the shell hits an external module e.

The exception to this rule is the gun. In case of spaced armour, shells are normalized at the point of impact on the spaced armour, and if they penetrate, continue along their normalized flight path into the vehicle. Once it impacts the hull armour, normalization occurs again and the remaining penetration potential i.

As of update 8. The normalization amount is a constant value depending on the shell; there is no randomization. Angle is used for armor line-of-sight thickness calculations, as normal. You may ricochet off of spaced armour as well, and even if you penetrate that your shell may still ricochet off the underlying hull armour.

As mentioned above, impact angle is not taken into account when hitting external modules except the gun, so a ricochet off those is impossible. The increased shell normalization described above will also occur. Your tank is armoured with plates of varying thicknesses.

The game only provides you with the nominal armour strength of the three main armour plates of your tank's hull and turret, respectively. However, the tanks are actually modeled in much greater detail. The penetration indicator can help you discover the actual nominal armour thickness of your target. However, the nominal thickness of an armour plate is just the minimal amount of armour a shell impacting it must penetrate.

As soon as the impact angle deviates from the normal, i. The effective armour thickness is calculated by dividing the nominal armour thickness with the cosine of the nominal impact angle. As you can see, the effective armour thickness increases exponentially with the impact angle. As of 8. The armor penetration after ricochet will remain the same. The same applies to your targets, of course, so always take that into account when deciding if and where to shoot them.

Reducing the impact angle to your target only slightly will exponentially reduce its effective armour thickness and a target that was previously impossible for you to penetrate may suddenly become easy prey.

This is also the reason why you should always attack from two different angles at once. A target can only maximize their effective armour in one direction, as soon as they try to accommodate two possible impact angles they suffer an exponential loss in effective armour thickness towards both of them thus if you are the one getting flanked while in a strongly armoured tank it is best to maximize your effective armour towards one opponent while shooting the other one.

Randomization occurs on impact with the target, separately for each new shell you fire. Since shell speed decreases the longer a shell flies, the game models linear penetration loss over distance depending on the gun and shell type used:. The penetration values displayed in game indicate average penetration values at m distance no penetration loss occurs within this range.

Penetration values at higher distances are not displayed. As a rule of thumb, the higher the tier of the gun used, the lower the penetration loss over distance. For example, a Leichttraktor loses up to A shell can continue its flight path after the initial impact, either on the outside of the tank in case of ricochet or inside of the tank following penetration of spaced armour, hull armour or external modules.

A shell will continue flying for ten times its caliber a mm shell will continue for 1 meter. This remaining penetration potential is then used to calculate whether any other armour plates that are hit can be penetrated.

Internal modules or crew members have no armour and thus will always get hit if any penetration potential is left in the shell. Until update 9. That means that a shell could neither ricochet off a tank to hit another tank within its deflected flight path, nor could a shell pass through a tank to hit another tank behind it. A shell's flight path also ended after impacting the ground and those buildings structurally invulnerable to shell damage. If your shell penetrates the enemy tank's armour, its journey is not over.

It all depends on the path of your shell after penetrating the armour and what parts of the enemy tank it hits on that path.

A shell can indeed pass through a tank's spaced armor without causing any damage. Each shell has a specific damage potential. The game mechanics differentiate between armour damage and module and crew damage , but only the potential armour damage of a shell is actually displayed in game. The potential for module and crew damage exists in addition to the armour damage potential and is not shown in game. The potential for module and crew damage is balanced individually for each shell - generally speaking low tier guns can cause more critical damage than armour damage, whereas the inverse is true for high tier guns.

The reason is that low tier tanks have considerably more module hitpoints - another hidden property of your tank - than they have armour hitpoints. At high tiers the opposite is true. The gun properties display the average value. The shell properties display the damage range.

Note, however, that the shell values are rounded to the nearest integer, whereas the damage amounts shown in game are truncated. This is a display issue, and both are incorrect: The server uses the exact values. Each vehicle has hit points, displayed in the garage. Each time the vehicle takes armour damage, its hitpoints get reduced. Once a vehicle's hit points reach zero, the vehicle is destroyed. During a battle, the remaining hitpoints of a vehicle are represented by the progress bars displayed over the targets you aim at.

Spaced armour is a special type of armour that exists to deflect a shell's flight path and to protect against the explosion blast from high-explosive HE shells. Spaced armour is special in that it is separate from the hull armour. Damage is not applied to spaced armour and does not reduce the hit points of the vehicle itself.

Other factors play no role to the damage calculation. For example, it makes no difference whether you barely penetrated or easily penetrated the target. The situation is more complex for HE shells because both penetrating and non-penetrating hits and even misses can cause damage.

However, HE shells typically have low penetration values, so unless you aim carefully at a weakly armoured area of your target, you will not penetrate and the shell explodes on the outside of the target vehicle at the point of impact. This also applies if an HE shell penetrates spaced armour, which causes it to explode before hitting the hull armour. Finally, even if you miss the target, the shell will explode on impact and may still cause damage to the target if that lies within the explosion radius, which depends on the shell used.

In all these cases where hull armour is not penetrated by the shell itself, the amount of damage is lower and calculated according to the following formula:. SpallCoefficient may be 1. ImpactDistance is the distance between the point of impact of the shell and the point of impact between the explosion's blast and the target along a straight, unobstructed line. Since the blast will cover an area of the target's surface, the game selects the spot that leads to maximum damage according to the above formula, i.

Ideally your blast wave reaches an unarmoured area of your target, e. Once the exact point of impact has been determined this way, the actual damage amount is determined as well as is the actual damage potential that the shell can now cause to the target.

Whether this actual damage potential causes any damage to the vehicle follows the normal rules, but with the following limitation regarding internal modules and crew:. If spaced armour is impacted by the blast wave first, the calculation above is conducted a second time for the underlying hull armour.

Since this second calculation is based on the remaining reduced damage potential, its result is typically zero, i. As mentioned above, you can not only damage a vehicle's armour, but also its modules and crew. That means hitting a module only affects that module, not the hitpoints of the tank, just like hitting the armour does not affect a module.

However, the same shell can damage both hull armour and module s or crew since it travels through the tank after penetrating the hull armour. Just like the vehicle's hull, also each of its modules and crew have hitpoints.

During a battle, you only see a simplified display of the amount of hitpoints remaining on your modules and crew represented by one of three colour states in the damage panel at the bottom left of your screen. These states are:. Crew members have no yellow state.

Crew members remain in this state unless a consumable is used to restore them to full health, whereas modules will automatically be repaired over time by your crew up to the "Yellow" state of being operational. All module and crew state changes are accompanied by a voice message.

When a module or crew member is hit, they do not necessarily take damage from the hit. Instead, most modules have a specific chance not to take damage. This is also referred to as a saving throw. The base chances of damaging a specific module or crew member when hitting it are as follows:. All crew members have the same chance to get knocked out when hit, however starting with game version 0. No other factors influence these chances.

The amount of ammunition you are carrying does not affect the chance of your ammunition rack taking damage. Note that as soon as all crew members are knocked out, the tank becomes inoperable. Consumables to restore a crew member's health cannot be applied anymore at this point, i. It counts as destroyed, even though its hull stays on the battlefield with all its remaining hitpoints. If the ammunition rack's hitpoints reach zero, it explodes, destroying the tank and its crew completely regardless of the remaining hitpoints on either of them.

Don't expect to see crap with two bushes in front of you however so you will need a spotter. Fallen trees act like bushes , standing trees only hide things above you like on the hill going up malinovoka and trees don't double bush so be aware of that What you can do to increase your camo values. Because Camo skill works on the base camo of the tank, the better your tank's camo is the more it helps. The skill uses the average level across the whole crew to determine the effective level, so to achieve maximum effect all crew members must be trained in it.

Which is how WG completely screwed over owners of the T in that patch. For tanks with good camo to start with, the camo skill is the best way to get more. You can pay for it Camo skins which you buy or rent for your tank give a flat bonus to your camo value. Please don't be retarded and complain about how your sexy custom anime skin doesn't work on Dragons Ridge, only WG sold skins in the garage that everybody can see will work.

Putting a camo net on your tank gives a more significant bonus as long as you've been sitting still for at least 3 seconds. The answer is yes if the house is bigger than the tank However once a tank gets within 50m of you , you're going to be proxy spotted. How not to be annoying in random games When you see a bush with a player behind it , don't think yippee free bush and drive straight into it , you're blocking your teammates line of sight, you're not hiding yourself properly and theres also the chance that the player you blocked may get annoyed and shoot you.

So remember when going into a bush be observant of others and respect that they might have gotten to your favourite spot before you, don't ram them or grief them move on and find another spot! Bush awareness saves lives. MystiA, on 05 August - PM, said:. Asuschrist, on 05 August - PM, said:.

Covering up most spots also work best. Depends,it can be up to 50m for some tanks,generally the more you cover up,the better. Bribarian 4 Posted Jun 20 - Sergeant. Millbarge 5 Posted Jun 20 - Major. R4Ging 7 Posted Jun 20 - Captain. Spoiler environmentCamo You can use the different objects on the map to provide additional cover. But also half-transparent objects provide a bonus. Objects furter away are unaffected.



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