How illumination works in here. Concealment coefficients in World of Tanks

Detection and masking- the most important elements of game mechanics. The knowledge gained from this article will help you understand how to act correctly in order to be the first to detect the enemy and hide from him more effectively. Both are extremely important in order to seize the initiative in battle and have the right of the first shot.

Overview and discovery

Review of each combat vehicle is calculated in meters and indicated in the performance characteristics of each vehicle. The review value is for a crew with 100% major specialty.

Visibility range in game

It is important to understand that on the battlefield the player sees not only those opponents who were discovered by his tank, but also those who were discovered by the allies. In this regard, it is necessary to distinguish between two concepts: the detection range and the visibility range.

Detection range- this is the maximum distance at which the tank can detect the enemy. It is determined by the mechanics of the game that it cannot exceed 445 meters. If, taking into account the equipment, equipment and skills of the crew, the viewing range of the tank exceeds 445 meters, then the extra meters are counted as a bonus that makes it easier to detect camouflaged opponents. Visibility range- this is the maximum distance at which tanks, both allies and enemies, detected by them can be seen. The mechanics of the game, the visibility range is limited by the radius 565 meters around the tank.

The main ways to increase the detection range of opponents

Visibility increase

Disguise

Disguise- this is the property of technology to be invisible to the enemy. If there were no disguise in the game, then the opponents would always notice each other at their sight distance (but no further than 445 meters), subject to line of sight. However, there are many nuances in the game that affect the detection of vehicles, in addition to the view itself.

Aspects affecting camouflage

Equipment dimensions

Each combat vehicle has a stealth coefficient, the value of which depends on its sizes. For large tanks such as Maus or Jagdpanzer E 100 , the coefficient will be minimal, and for compact vehicles with a low silhouette like AMX ELC bis , Rhm.-Borsig Waffenträger - maximum.

class bonus

  • Light tanks from level 4 (except AMX 40 and Valentine) are equally stealthy, both while moving and when stationary, that is, movement does not affect their stealth. Some low-level tanks also have this bonus.
Actions Vegetation
  • Forest, bushes, trees, tall grass give a bonus to camouflage.
  • The machine must be completely hidden from the enemy, namely, its overall points. If at least one is not hidden, the tank will be unmasked. Therefore, caterpillars sticking out of a bush (building), the muzzle of a gun will not affect your visibility in any way - there are no overall points on them.
  • At a distance of up to 15 meters, a bush (or other vegetation) becomes "transparent" for those who are hiding behind it. That is, the tank itself sees through the bush, but its opponents do not.
    • If the base (nearest point) of a fallen tree is less than 15 meters, then the tree in the sniper scope will be transparent, while if the distance to the center of the tree is more than 15 meters, the tree will still be transparent in the sniper scope, however, this tree is opaque
  • At the time of the shot, all vegetation within a radius of up to 15 meters loses most of its camouflage properties, that is, the shot unmasks the tank.
x-ray
  • At a distance of 50 meters, opponents see each other in any case. Even if there is a building between them.

How to improve the camouflage of a combat vehicle

And besides, when pumped disguise:

  • Upgrade a skill to all crew members The Brotherhood of War.
  • Install hardware Improved ventilation.
  • Use equipment that gives +10% to all crew parameters for one battle Doppayek, Chocolate, Cola box, Strong coffee, Improved Diet, tea pudding, Onigiri, bays.

Tank disguise is one of the key mechanics of the World of tanks game, someone successfully uses it, almost everyone scolds it, and only a few understand how it works. We decided to fill this gap and tell the whole truth about disguise, how it works, how to use it correctly and some interesting facts.

Disguise, its role and meaning in the game

Camouflage is the ability of a tank to remain invisible to the enemy team's vehicles. However, disguise does not exist on its own, but is an integral part of the game mechanics "review-disguise". The eternal struggle between sight and disguise is one of the fundamentals of gameplay that has the greatest impact on the player's actions and often determines the outcome of the battle. Knowledge and skillful use of concealment and vision is a prerequisite for a successful game and an increase in your win rate.

Basic concepts of disguise

Before talking about the work of disguise, you should understand the basic terms.

Concealment coefficient (stealth coefficient). This is a value that shows the ability of technology to be invisible. It is calculated on the basis of the basic camouflage coefficient and other coefficients - from a shot, while moving, in the presence of camouflage and a camouflage net, from the presence of bushes / trees, from the degree of the crew's mastery of the "Camouflage" skill.

Base Concealment (Stealth) Ratio. The degree of invisibility of the tank without taking into account additional factors. This coefficient is unique for each tank in the game, and its exact value is not disclosed by the developers. However, thanks to the work of enthusiasts, we know more or less accurate basic stealth coefficients, which allows us to make calculations.

"X-ray" or minimum detection range. A constant value equal to 50 meters, at which the tank is necessarily detected, regardless of the presence of obstacles and bushes.

Detection range. The distance at which a given tank can detect an enemy tank. The maximum detection range is 445 meters. The detection range and the view of the tank should not be confused: the view is the distance over which the "sight rays" extend from the tank; detection range is the distance at which a "light" can occur, to calculate this distance, the tank's view and the masking factor are used, taking into account all additional factors.

Visibility range- this is the maximum distance at which tanks, both allies and enemies, detected by them can be seen. The mechanics of the game, the visibility range is limited by the radius 564 meters around the tank.

lookout points. Points on the tank from which conditional "sight rays" come. Each tank has two observation points: one is at the base of the barrel (on the gun mask), the second is above the geometric center of the tank, on a plane resting on the highest point of the tank. The first observation point is dynamic, it rotates along with the turret (for turretless vehicles, of course, it is almost stationary), the second point is always in its place.

Dimensional points. Points on the tank, to which the distance from the observation points of enemy tanks is calculated. Dimensional points are located in the geometric centers of the planes of the conditional parallelepiped, in which the tank is inscribed without taking into account the gun. Another additional overall point is located at the base of the trunk and coincides with the observation point located there. Tanks have a complex configuration, so the overall points most often do not lie on the tank itself, but, as it were, hover in the air. On the one hand, this greatly simplifies the calculations (since for the program all tanks are just parallelepipeds), and on the other hand, it introduces some confusion and confusion, since the players under the “marker points” mistakenly take the extreme points on the hull and gun of the tank, which completely untrue.

Now, armed with the necessary knowledge, you can understand the work of disguise.

Stealth and Vision Mechanics

The mechanics of masking and review in the general case is as follows. For each tank, from the observation points, at certain intervals, "sight rays" go out, directed in all directions. If the "sight rays" reach the overall points of the enemy tank, the detection process starts - the program calculates the detection range of the tank based on the current masking coefficient, and if it lies within the view, then a "light" occurs. If the detection range is less than the view, then the enemy tank remains invisible.

A detection check is performed at intervals that depend on the distance to the intended targets:

  • "X-ray" up to 50 meters - 10 times per second
  • Up to 150 meters - 2 times per second;
  • Up to 270 meters - once every 1 second;
  • Up to 445 meters - every 2 seconds.

Moreover, when checking, “sight rays” are not sent by two observation points at once, but in turn. "Sight rays" do not pass through obstacles (with the exception of cases of "X-ray", tanks are also "transparent"), so for "light" you should take out the viewpoint because of the obstacle, that is, leave it for a short time.

The combination of these factors often makes the game confusing, especially for tanks whose viewpoints are separated by a significant distance (usually tank destroyers). Leaving behind an obstacle, you can detect an enemy tank with a view point on the base of the barrel, but the next time you leave, a point above the tank will work, and the enemy will not be detected.

With a single detection, the tank remains visible for 5 - 10 seconds, this time is determined randomly. If the crew of the lit tank has the Grudge-meaning and the Last Force skills upgraded, then the duration of the flare is increased by 2 seconds.

This is how disguise works in the general case, but in game conditions, several additional factors intervene in this mechanic that can completely change the whole picture. But before looking at all the masking factors in detail, you should understand how the detection test works.

How concealment and detection are calculated

At the heart of everything is the stealth coefficient, unique for each tank, it is used in the formula for calculating the distance (range) of detection:

Here, RO is the detection distance, “Survey” is the view of the observer tank (50 is the minimum detection distance), kn is the final concealment coefficient, which takes into account all factors and bonuses (camouflage, crew skill, additional equipment, etc.).

Using this formula, we can calculate that a Soviet heavy tank IS-3 with a basic view of 330 meters will be able to see a German tank destroyer E 25 (camouflage factor 25% without camouflage and other bonuses) at a distance of 260 meters, and an E 25 with a basic view of 360 meters will be noticed by the IS-3 (camouflage coefficient is slightly less than 7%) at a distance of 338 meters - this is more than the basic view of the heavy! Now it is clear why these small fleas bite so painfully and do not glow.

However, this is how things are in an open field, without bushes, camouflage and the skills of the crew members. In reality, everything is a little more complicated.

Permanent and dynamic masking changes

Conditionally permanent disguise changes (bonuses) include those that do not change in any way during one battle. Among them:

  • The presence of camouflage - an increase in the stealth coefficient for TT and SPG - 2%, for LT and ST - 3%, for tank destroyers - 4%. This bonus also works when the tank is moving;
  • Turret type - for some tanks, stock and top turrets have different concealment coefficients, but there are not too many such vehicles;
  • The presence of the “Camouflage” crew perk - depending on the number of crew members who own this skill and the skill level, increases the overall stealth coefficient of the vehicle by 1.79 ... 1.98 times (that is, it acts as a multiplier). Interestingly, this skill remains even if the crew members who own it are shell-shocked.

Dynamic changes include those that change during one battle:

  • Movement - when moving, the stealth coefficient decreases, and it varies for different classes of vehicles: for LT I and II levels - up to 75% of the base value, for LT III and above - it does not decrease. That is, all light tanks above tier II are equally invisible when standing and on the move. For ST - up to 75% of the base value, for tank destroyers - up to 60%, for TT and ACS - up to 50%. By the way, not only the change in the coordinates of the tank over time, but also two special cases are considered to be movement - the rotation of the tracks when the tank ran into an obstacle, and the pushes of a stationary tank to the Allied vehicles;
  • The moment of the shot - gives the maximum reduction in the stealth coefficient, the fall in stealth individually for each gun and averages 3-5 times;
  • Vegetation on the line of sight between tanks - bushes and trees give an increase to the stealth coefficient of the tank from 8% (some trees) to 50% (large bushes). Moreover, fallen and standing trees give the same percentage of disguise;
  • The presence of a camouflage net - an increase to the coefficient for TT and ACS - 5%, for LT and ST - 10%, for tank destroyers - 15%. This bonus is reset when the tank moves and starts working 3 seconds after stopping.

Vegetation needs to be said in more detail, as there are several interesting points here.

Firstly, only those bushes and trees that are on the line of sight between the observed tank and the tank-observer give camouflage (more precisely, here we are talking about the line of sight between the observation and overall points of the tank).

Secondly, when fired, all bushes at a distance of 15 meters, located along the line of sight to the observer tank, lose their camouflage depending on the coefficient of the gun. Moreover, uncamouflage occurs only in relation to the tank that fired, if other vehicles are nearby and do not shoot, the camouflage remains unchanged for them. Bushes located further than 15 meters retain their properties - this fact is used by experienced players.

Finally, thirdly, for successful camouflage of the tank, it is not necessary to hide it all in the bushes - it is enough to make the marker points invisible. The camouflage is not in the least affected by a protruding gun or a roller of one caterpillar - there are no marker points here, and this tank remains invisible to the observer.

Now we can take a closer look at the example of the encounter between the IS-3 and E 25. Let our AT tank have camouflage and a crew with 100% Stealth perk, and stand in a large bush with 50% Stealth - in this case, the enemy is on IS- 3 will detect it from a distance of only 50 meters (in fact, the heavy can only x-ray a “flea”!), When fired, this distance increases to 250 meters. And if the E 25 gets up 15 meters from the bush, then she will be able to shoot with impunity from a distance of 150 meters!

So all the factors that most players do not pay due attention to play a very large role in the game and can affect the outcome of the battle. But we will talk about measures to increase masking in another article.

Myths and known bugs about disguise

In conclusion, let's recall a few bugs and common myths related to cloaking and detection.

A bug (although the developers look at it as a feature) with a delay in rendering the detected tank. Often the tank is drawn with a delay of 1 - 2 seconds after detection, which can have deplorable results for the observer tank. The delay is due to the time of checking the detection of the tank, as well as some unknown problems. The developers promised to fix this bug, but things are not moving yet.

A bug (although this is definitely a feature) with the disappearance of tanks in an open field. The mechanics of camouflage and illumination are arranged in such a way that some tanks can disappear into an open field, for this they just need to stop and not shoot. This problem has been talked about for a long time, the developers promise to fix everything, but so far everything remains as it is.

The myth about the different coefficient of disguise of fallen and standing trees. In fact, each tree has its own specific masking factor, and it does not depend on the position of the tree. Burnt and bare trees have a coefficient of zero (that is, they do not affect camouflage).

The myth (or rather, the players' ignorance of the camouflage mechanics) about the unmasking barrel and tracks - we have already dealt with this issue in the conversation about the marker points.

A lot of work is underway to refine the mechanics of the game, so in the future, disguise will (at least we hope so) work without problems. And myths are unlikely to disappear - they, like any beliefs, live for a long time and it is almost useless to fight them.

Lighting up the enemy in World of Tanks is one of the fundamental mechanics of the game. Moreover, there is a whole class of vehicles focused on this task - light tanks (LT), they are also called "fireflies". However, not many players know how to correctly shine on the LT, despite the fact that a skilled firefly in the right place is able to decide the outcome of the battle by its actions. In this article, we will tell you everything you need to know about the flash mechanics in World of Tanks.

What is light and why is it so important

World of Tanks is designed so that you cannot see enemy tanks until they are in the line of sight of at least one of your allies. When this happens, the enemy tank appears out of nowhere. This is called illumination. The very word "light" in gaming slang has several meanings:

  • The process of light, when the player is engaged in the detection of opponents. Example: "Give light!" - find opponents;
  • The cumulative designation of the LT in the team. Example: "Our light is full bottom!" - our light tanks do a poor job of detecting the enemy.

It is very important to detect the enemy as quickly as possible and keep him in continuous light. This always has the added benefit of knowing who is where and can plan your tactics based on that information. In addition, allies, when taking the right positions, can shoot with impunity the enemy illuminated by you, while remaining out of reach. This is especially true for open and partially open maps, such as Prokhorovka, Malinovka, Highway, Sandy River, El-Khalluf, Steppes, Live Oaks, Westfield. On the first two maps, the role of the correct light is the highest - one competent LT can radically change the course of the battle and tip the scales towards his team.

However, lately there has been a tendency among developers to dig up maps, adding more covers, uneven terrain, and making them more “corridor”, which reduces the role of LT in battle. However, fireflies are still an important class, bringing great benefits to allies.

How does light happen

Any tank in the World of Tanks game has viewpoints and marker points:

Viewpoints are responsible for detecting the enemy. There are two of them in total - at the top of the tower / cabin and at the base of the gun barrel. Conditional invisible rays periodically emanate from them. When the rays from the viewpoints intersect with the marker points on an enemy vehicle, it will appear in the light, but only if its current stealth factor is low enough. Rays are sent in all directions at the same time, but their frequency depends on the distance to which they must reach:

  • up to 50 meters - every 0.1 seconds
  • up to 150 meters - every 0.5 seconds
  • up to 270 meters - every 1.0 seconds
  • up to 445 meters - every 2.0 seconds

Thus, a detection check at a distance of 50 m from the tank is performed 20 times more often than at a distance of 270 to 445 meters (an indicator of 445 m is the maximum detection range limited by the game engine). These figures explain the sometimes unpleasant situations that occur when the tank does not appear in the light immediately after leaving the corner or a shot.

Sometimes in the characteristics of the equipment in the hangar, you can see that the calculated view exceeds 445 meters. This means that with a further increase in visibility, the detection coefficient of camouflaged tanks increases.

In what situations the tank cannot be illuminated:

  • If it is behind an obstacle such as a fold in terrain, a building, or a large rock. It is worth noting that the hulls of other vehicles are not an obstacle to detection beams. Thus, even if you completely hide behind an ally's tank, you will still be illuminated;
  • If he is at a distance of 445 or more meters from the nearest enemy.

In what situations is the chance of glare minimal:

  • If the concealment factor of this technique is too high to be detected by the enemy. Many vehicles, such as the LT and some tank destroyers like the E 25 or the Hellcat, have such a high camouflage coefficient that, being equipped with a camouflage net, while standing still in the bushes and not shooting, they do not glow at close range;
  • If the tank is on the edge of someone's line of sight - due to the masking factor, which reduces the distance at which the vehicle can be detected.

Of course, in World of Tanks you can light up the enemy using any vehicle, even artillery, but, as was said at the beginning of the article, there is a class of light tanks tailored for this task. This is expressed in the fact that LTs, as a rule, have a large view and a high masking factor, regardless of whether they are standing or moving, and fireflies are also mobile and small.

There are two lighting tactics in total - active and passive. Let's consider them separately.

Active "light"

It is a continuous movement on the map at high speed, moving from one position to another. The meaning of this method is that the firefly keeps opponents in constant light, periodically appearing in one place or another, while you need to constantly maneuver and hide behind uneven terrain. If all this is done correctly, then it will be extremely difficult to destroy you: getting into a flying at full speed and wagging LT is a very non-trivial task. Also, when playing active "light", you must always be in the center of events and not waste time - the longer the enemy stays in the light, the better for your team.

Perhaps the most suitable map for such tactics is Prokhorovka, due to the peculiarities of its landscape.

Passive "light"

It consists in the fact that the firefly becomes a bush and, being invisible, shines through the entire surrounding space. Here the player will need the following:

  • Know the map and typical directions of movement of opponents;
  • Know where the "cheat" bushes are located, from which a good view opens. If you take the wrong position, you will be completely useless to your team. You can find out the location of such bushes from numerous specialized guides;
  • Do not shoot at all - during the shot, the masking factor is significantly reduced, and you can easily light up;
  • Carefully monitor the game situation - sometimes opponents can go in a crowd in a completely unexpected direction, and then standing even in the most favorably located bush can turn out to be a pointless exercise;
  • Always be ready to retreat - if you yourself are suddenly illuminated, then every second of delay can cost you your life.
  • Make sure that the range of your radio station is enough to communicate with the allies, because that's what it is for, to transmit intelligence. This is especially true for low-level machines.

Necessary equipment and equipment

  • Stereo tube - gives +25% percent to the viewing range if the tank is stationary, turns on three seconds after stopping. Suitable for passive "light".
  • Enlightened optics - increases visibility by 10%, works constantly. For those who prefer active "light".
  • Camouflage net - for passive "light", so that your tank standing in the bushes is harder to detect;
  • Camouflage - adds 5% to the camouflage coefficient of the LT;
  • Improved ventilation - affects many parameters of the tank, one of which is the view;
  • If desired, instead of a fire extinguisher, you can equip your LT with an additional ration or other appropriate national consumables. Increases visibility as well as improved ventilation.

How to upgrade the crew

First of all, the basic skill of your crew should be 100%. Of all the skills, the following are especially needed for a firefly:

  • Camouflage - for LT it is pumped first of all along with the "Sixth Sense" for the commander;
  • Combat brotherhood - increases most of the crew parameters, including visibility;
  • "Eagle Eye" for the commander and "Radio Interception" for the radio operator - give a slight bonus to the review.

In the end, it should be noted that it is always economically profitable to engage in illumination, because for the damage caused by your illumination, you get credits and experience, and you do not need to spend money on projectiles.

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