What does it mean to have a hit in wot. World of Tanks and cheating by the system

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Good day, dear readers. As in any game, World of Tanks has small

1. Correctly use the armor of the tank.


In almost any tank, the strongest point is the front of the turret. So you try to play from it, hiding your vulnerable lower armor plate and showing the enemy only the tower. He is unlikely to penetrate you there, but if you have a tank with a large commander's tower, then try to turn the tower, drive back and forth in order to make it difficult for the enemy to aim it.

Like this, we tank with a tower:



2. Clinch


When playing on a tank with a strong turret, especially against various PTs and TTs with commander's turrets, we enter into a clinch to expose, again, our strongest armor. We also try to direct the gun of your tank into the enemy gun, so we have a chance that when the enemy fires, our gun will take damage, maybe crit, but we will not receive damage. We also rotate the turret to make it harder for the enemy to aim the hatches. Ideal for the clinch are many heavy tanks with a strong, as well as CT (for example, T-62).

This is what the clinch looks like, on the IS-7 with the strongest turret, we huddled up to the E100 and did not let it shoot at us at the NLD or VLD, only our turret was visible to it.



3. Side tanking


Many heavy tanks have powerful side armor, but many don't even know how to drive around corners properly and die quickly. Let's analyze the situation, the enemy E100 leaves like many inexperienced players, thereby substituting his ice rink, shooting at the rink, and if the enemy does not have a repair kit, then he is unlikely to get off (many simply do not even download repairs). So we use this.

Here is an example of a wrong exit:




This is how you need to properly drive a tank with strong sides, make a minimum angle and drive away from the side, thereby hiding our vulnerable NLD, which in most cases of shooting at us will go into ricochets and not penetrate.



4. Targeting vulnerable areas


No matter how strong a tank is in World of Tanks, it has its own vulnerable areas. For example, even the strongest level 10 tanks can be pierced into the NLD or the commander's turret.

Here, for example, from the E100 gun, which has weak armor penetration with an armor-piercing projectile, we calmly pierce the T110 into the commander’s cupola, since it is only the main frontal armor (although the T110 is sideboard, but this is not the point).



5. Gold shells


Since many vehicles in the game have very strong armor, we are not always able to break through someone, especially if we are lower level. However, we can always load a cumulative or sub-caliber projectile (most often they act as gold shells) and penetrate this tank, but you should not do this always, only in cases when you are dragging a battle or you really cannot penetrate a tank in any point. If you shoot gold too often, you can fly into big minuses on loans, so don't be zealous. We'll definitely take a couple.

As an example, the E100 tanks with a turret, if you don't have time to aim, as is often the case in tense situations, load a gold shell and freely sew an E100 into the cheek of the turret. We would not have succeeded with an armor-piercing projectile, we would have had to aim the bar under the turret or the rangefinder on the roof and hope to pray to the VBR for a hit.



6. Penetration skins


A very useful thing that shows the weak zones of tanks, where it is easiest to penetrate, as well as the location of all modules (ammunition rack, engine, etc.) and crew members. This will make it easier for beginners to shoot at weak spots, so try to always crit the ammo rack, tanks and engine first, which can be very bad for the enemy tank. You can download penetration skins from our website, for example, in.



7. Study the performance characteristics of the tanks you are fighting


Especially their armor and guns, which will be a huge plus for you in the future. You will know reloading, armor, its strengths and weaknesses, and you will understand whether it is worth engaging in a duel with this tank. After spending a couple of days on this, you will get much more. As they say, know the enemy by sight.


8. Carousel and swing.


There are such uncomplicated names in World of tanks. A carousel is a “twisting” of an enemy tank due to its speed. An extremely useful item for CTs and LTs, which will allow you to safely rotate tank destroyers and many TTs, with a slow turret traverse. But any competent TT player will not just turn the tower behind you, so we knock down his caterpillar, which will reduce the chances of catching us even more, and so we twist, keeping him on the rink with shots. The main thing is not to let them press against the wall, otherwise they can easily push us away and smack us. However, we will not be able to spin all PTs and TTs, knowledge of their rotation of the suspension and turret will come in handy. Let's use it wisely.

Here on the screen, we shot down the caterpillar of the enemy E100 and just turn this slow barn.




Swing. It is also a very useful element that will come in handy on Soviet and Chinese STs, as well as on some others. A low silhouette and a strong tower play an important role here. In tanks there are many high tanks with a high silhouette, for example, E100, Mouse, Gus, etc., getting used to the side of which we will make them practically helpless. You can do the same with other tanks, having a strong tower. Be sure to “squeeze” to the enemy’s tank, we drive back and forth, thereby worsening the enemy’s chance of aiming our hatches on the turret.

This is how we got used to the E100 at object 140 and just kill it on the CD, rolling back and forth.



9. Artillery


Here's what to always remember when playing on any class of vehicle. You will stand for a long time and exchange fire outside the shelter, the brown ones can throw themselves at you and take you away. So, don't be too heroic and play carefully.


10. Correct shooting from behind a bush


Almost on any map there are various bushes and trees that camouflage the tank well. Trees, for example, can be felled and they will work like a bush. So, many stand in a bush, shoot from there and wonder why they lit up. That's right, drive back 15 meters from the bush and shoot (15 meters is when the bushes become opaque). At the same time, our visibility is limited, you can only shoot at the red contours, but most likely we will not glow. However, do not expect that you will not light up when shooting at close range. Also, do not try to stand in the bushes on huge tanks (such as Mouse, Waffentrager E100, etc.), even in them you can be easily detected.

This is how the bushes should be displayed for safe shooting.



11. Olenemer


This mod loads the full statistics of the players and displays it in battle, according to different ratings (RE, WN8, WN6, LR, etc., depending on the choice of the player. It will be extremely useful for players who have already skated a couple of thousand fights in order to learn analyze team compositions.It is also useful for assessing the enemy with whom you are shooting, what to expect from him, etc. This modification is also available in .

12. Ramming


Another integral part of the game. When playing on heavy tanks, on ST, you can always accelerate well and ram a lighter enemy tank. But you need to do this wisely, try to fly into the stern or sides of the enemy with your ram in order to inflict as much damage as possible. Also, do not try to ram enemies larger than you in mass, if it is vital.

Using the E100 as an example, with a mass of 130 tons, even after accelerating from a couple of meters, we shoot 110, which always weighs 2 times less HP. If you accelerate from the mountain, you can fly into 1000+. But it is better without fanaticism, only if necessary and confident.


13. Cards


Many players simply do not know the maps and go with the whole “herd” in one direction. If you re-read the forums, consider each tactic individually, you will increase your effectiveness in battle. So knowledge of maps is no less important than knowledge of penetration points. Be sure to study the location of the art to know where they can throw at you.

14. Blindshots


They are blind shots. Try in those moments when it happens to leave the bushes where enemy tanks usually stand. So, for example, on the Malinovka map, you can leave from the lower spawn along the edges of the stones, where enemy tanks usually hide and just take off their HP without light, which will always be useful in battle. The main thing is not to blindshot a lot, a couple of projectiles at predictable positions will suffice.

An example of a simulated blindshot, but in a random house there in 90% of cases someone is standing and waiting for the light




One of the most important components of a good game, when playing with a calculator, it is unlikely that you will become a bender. Do not chase a good picture, try to keep the FPS at least 30-40, less you will be extremely uncomfortable playing. Lower the settings, use it (in a modpack) and just keep an eye on the clutter of your computer / laptop, update drivers, clean it in time and you will play well. Personally, the author rolls on a laptop with 40 fps, for studying, but nothing, it seems to be played well.

16. Knowing your tank


Always, if you don’t know what your tank is like, what tactics to use on it, what modules and perks to install, always read the forum or watch reviews from watermakers (you can find a guide for almost any tank). Knowing your tank, its strengths and weaknesses, you will increase the effectiveness of the game on it.

17. Platoon


In tanks, you can create a platoon of two or three people and play together in battle, which will increase your chance of winning if you play well. However, try to play with more experienced players or friends first to learn tactics etc. In a platoon, you will play well and you can hope that your co-platoon members will help you at a difficult moment, which you will not find in a solo random.

18. Useful mods


At the moment, a huge number of modifications are being produced for the game, from tank skins to clocks in the hangar. I would like to touch on the topic of useful mods. Try to install the most necessary, because if you put everything in a row, you can just specifically reduce the FPS, put only what can help you, you don’t need all the prettiness. A lot of useful mods are provided in, install wisely or better watch the video to understand what each mod is.

High-speed, maneuverable French reconnaissance vehicles appeared. Yes, yes, machines in the full sense of the word. The specificity of movement on wheels makes them difficult targets for tankers of the enemy team. Judge for yourself. The "slowest" of the wheeled armored personnel carriers, the promotional Panhard EBR 75 (FL 10), moves at a speed of 60 kilometers per hour. His brothers have 65-70 km / h. At the same time, they can make dizzying turns, sharply changing direction. Sometimes one gets the feeling that the developers have come up with their own special laws of physics especially for them. But what is, is. And somehow you need to destroy a nimble and nimble enemy. In order to damage such an enemy, or even better, send him to the hangar, you can use several tricks.

Type of ammunition - high-explosive fragmentation

The armor of French wheeled vehicles is protection against bullets and shrapnel. Therefore, shooting at a rapidly racing armored car with an armor-piercing projectile is a pointless exercise. Even if hit, minimal damage will be dealt. Another thing is when there is a landmine in the barrel of the gun. If he achieves his goal, he will add a lot of trouble to the enemy. First, direct damage. Even the low armor penetration of this type of ammunition will be enough to destroy the defense.

Secondly, the units and mechanisms of equipment will be disabled. With critical damage to one or even two wheels, the speed of the French firefly of the World of Tanks game will noticeably decrease, which means that it will become much easier to destroy it.

Thirdly, when hit by a land mine, crew members are likely to be injured. Which, in turn, will reduce their fighting qualities, and make the wheeled armored car an easy target.

Why do you need location knowledge?

The answer to this question is simpler than it seems. Knowing the features of the terrain of a particular map of hostilities, one can easily imagine the imaginary route of an enemy reconnaissance. For example, he managed to get into the gorge. There are two hypothetical options for its movement.

Either he will exit on the other side, or he will stop to turn around and jump out back. It remains only to point the gun at the supposed place of the appearance of the armored car and wait.

The fire is on preemption!

It is very difficult to hit a fast moving target, but it is possible. True, this requires constant training. After several battles, the user of World of Tanks will already intuitively begin to adjust to the speed of the target and take the necessary lead. In this case, it is desirable to use anti-tank destroyer self-propelled artillery. True, with some conditions. The petshka must either have a good turning speed or a turret that can be turned while chasing a target.

When shooting ahead of time, special requirements are placed on the sniper scope. It is necessary to choose such a multiplicity at which not only the wheeled scout is placed in the crosshairs, but also the distance in front of it. This will allow a more accurate estimate of the required lead. If you move the sight far away (multiplicity less than 6), it will become more difficult to hit the target.

Auto-aim is no help here!

Using this type of firing, it will be possible to hit an enemy vehicle only in two cases. First, if it is damaged and cannot move. Secondly, if the French wheeled armored car perpendicularly moves away or approaches the player. If there is a mixing in horizontal aiming, then the auto-aim will not be able to take the necessary lead. It will be aimed strictly at the body of the armored car. And the projectile will go past without causing any damage to the enemy.

On Friday, the Big Stream with WoT 2019 Developers and Bloggers took place. IMHO, last year was better. Everyone has probably already watched the stream, memes on it and cuts from the air, but here is the text final part, who wants to get acquainted with what the 3 main people in charge of the tanks told. We tried briefly, basic and without an ocean of water.

  • We decided to combine April 1 with a server like 0.7.0 for a reason, looking into the future, we are very much looking forward to your feedback, what we liked, what we didn’t, and what we should do in the future with this initiative. A possible sequel to WoT Classic, perhaps. (A. Pankov)
  • Everything that we announced on art will soon be in the release. We have a three-step plan of what to do with all this next, and the first stage is the already shown changes in the camp. If step 1 goes well, then we move on to step 2, which is currently under development. And then the 3rd step, which we consider as the most formidable - now this is an internal prototype, where the self-propelled guns will have APs, but a little different. Perhaps even roll out the artillery from the BB to the Sandbox (test server - approx. WOT Express), thereby giving the gunner a choice: low damage in the area and a stun of 2-3 tanks, or slightly more damage, but not guaranteed to hit a single target. On the second stage for art, perhaps in 4 months we will give information. But at the moment there is nothing to say (about stage 2). However, if the players are satisfied with the first stage, we will postpone stage 2.
    But in general, art should be toxic to some extent, or it will not be needed in the game, and it will not work for the task that it faces.
    From our point of view, the stun is less toxic than you just immediately died from one shot of artillery. Yes, the ability to hold onto the stun is also toxic and this is something that we just didn’t think of and that’s what we will try to fix.
  • If we now completely remove the stun as it is, the art will simply die in the game.
  • We have already tested disabling team damage in the Front Line and are going to actively continue this experiment, and this will also affect art, her stun. Very soon there will be just an experiment that we consider as final, and if everything is OK with it, then in the second half of 2019 we will disable team damage in general, everywhere.
    The only one who is against this is Slava Makarov.
  • If changes to the art still come out, we will fix the LBZ for the art in at least 5 weeks. 4 weeks statistics collection, 1 week data processing. Formally speaking, within the framework of 1 patch we will fix it, if everything goes badly - 2 patches
  • Arta reduction in battle is not planned. Now we have statistically 10% of battles where there is no art, about 30% where there is 1 art, 30% where there are 2 arts and 30% where there are 3 arts. Look at the ranked ones, where there are absolutely always 2 arts and think about what it is like (there is a limit of 2 arts there).
  • We do not plan to renew WoT Classic.
  • When WoT Classic is over, we will release an iteration of gold shells processing for the Sandbox, which, by the way, has been gone for a long time. It will be quite long and will capture ALL levels or at least from 4 lvl. We liked the results of the supertest earlier, let's see what happens in the more massive phase of the experiment. But this does not mean that this is a good result, everything is going smoothly and now everything is OK. As practice shows, it is sometimes dangerous to trust a supertest.
    All this will happen within the next. 2 months, i.e. around May. There will be a processing of their characteristics and only then we will recalculate the price of such shells (economy).
    Yes, the problem of gold exists and is recognized.
  • Blacklist map (black list of maps) will be very soon. Very, very close.
  • Frontline needs maps and all the work on maps is directed precisely in this direction and one unannounced mode that is similar to LF.
  • There are no old maps in the works now. Only Kharkov from the old ones. The Pearl River and Dragon's Ridge cards are not in work.
  • In order for the Blacklist map to be released, a new matchmaker must first be released in all regions. For the old does not know how to do this, and never will be able to. We liked the test of the new matchmaker on EU just like you.
  • A new matchmaker for the RU region will be released on April 3, if the gods of randomness are with us. And later there will be a Blacklist map.
  • Now we are rebuilding the algorithm that the Havok model considers, in fact, which tanks drive in order to fix once and for all map bugs related to shooting through the landscape, when in open space the projectile leaves you don’t understand where and vice versa. They are being reported now and shown in replays.
    For now there are holes inside collage cards from the point of view of shells.
  • The blacklist map is an opportunity for the player to say in some interface where all the cards are listed: “I won’t play on this one!”. It will be possible to reselect (delete) a card with a certain CD. You can choose 1 card at a time. There will be no binding to classes. We plan to expand the list to 2-3 cards, but not immediately. Later it will be a special option (most likely we are talking about premium account 2.0 / regular premium - approx. WOT Express). Let's introduce a block for 1 map, and see what will happen to our matchmaker + we also need to take into account other regions where online is not so big, for example, NA. If such a card is chosen, it will not fall out to you at all.
    Also, the card will not drop out to you in a platoon, if the platoon leader has it turned off.
    In a platoon, it turns out that it will be possible not to play on 3 maps - in fact, this is how the feature was designed.
    The map will turn off only in random mode, and in all others it will drop out, this is due to the fact that we have very few maps with additional modes, and in the case of a conditional ban of Karelia in all modes, the Assault on it may disappear altogether.
  • Slippery surfaces on maps in some places/Sliding on rocks with tanks is not a super priority right now in terms of edits.
  • The jumping scope is a really nasty problem, we are working on it and will fix it.
  • This year statistics will be hidden (anonymizer) according to our announcements at WG Fest 2018. Thank God, not everyone suffers from this and few people need it. BUT we will not encourage, perhaps this feature will move / roll back, but it is listed in the plans for 2019.
    XVM will not see you either. In general, we never came to the decision to completely close XVM. But over time, the guys from XVM will begin to learn how to calculate according to post-battle statistics.
  • There are plans to add a mod to the game that allows you to see where you got / where you got / view the armor of the tank, but definitely not this year.
  • Voice communication in the game is provided by the Vivax provider, we know that this is not the most comfortable way of communication, BUT there are so many third-party interesting offers around. We did not deal with this issue purely physical, because the market is full of solutions for communication, not before. It's not much of a priority.
    At one time, we even discussed the integration of Discord into the game.
  • By the way, we were offered a solution for bans, which, for example, is now used by the new Tom Clancy's The Division 2, where your computer is scanned. Just scans it. But in Europe, this is prohibited, for example, according to the GDPR (General Data Protection Regulation - approx. WOT Express).
  • Everyone who was banned for Forbidden mods got their ban for nothing! (laughs). For example, we detect vanga sights very clearly. The error, of course, can be, but it is 2-3% for a maximum of 10,000 people. But everyone is innocent, of course :)
  • After closing the client, yes, you can hold an amnesty. Yes, and we already have a very loyal ban system. We will carry out amnesties, and our support itself is very kind, write there if anything. Even those who are permanently banned (applies to amnesties and CPP).
  • No esports - no information. eSports (in tanks) why is it needed at all? It so happened that tanks are such a gameplay where there was no place for eSports. We experimented with different modes, but it didn't take off. Unit what's going on are small regional tournaments in 3x3 format and Clan brawls. No professional leagues are planned. Perhaps, if the regional championships start to grow, many people will come to us, asking us to launch all this, and if it grows at the base in order to create a PRO league around it, then we will return to this issue again. Now there are no such grounds.
    And one more thing about tank esports: our mistake at that time was that we chose a model where we do everything ourselves: we pay, organize, contracts, sponsors, we didn’t know how to work with large organizations like ESL at that time. Costs grew, there were no external recharges, and we made a strong-willed decision to close eSports in World of Tanks. For if you continue to feed him from yourself, then this is the path to nowhere. And we decided to stop all this.
    Now we are developing the product itself, we don’t need an esports environment, we couldn’t do everything right at the time, we realized that we made a mistake, admitted it and closed it.
    But at the moment, we are still considering options for some kind of conditional esports solo within the framework of the personal achievements of the players. There were attempts with Rostelecom/Tank Aces tournaments. This is the idea we never give up. Or maybe some format close to the Battle of Bloggers.
    But mass esports with a professional league, when everything is beautiful and cool, we will not have! Alas, but this is a fait accompli.
  • The front line will change in a number of things, we are already working right now. The problem is not only in wheeled vehicles there, but in general in LT. We will adapt the regime.
    We will roll out the first iteration into a release on some separate cluster, let's see how it goes and then for everyone. We'll try to get this done as quickly as possible. Now the problems in LF are not only in the wheel and LT.
  • We are not afraid that around the fall there will be a dominance of wheeled tanks in random and a certain high-speed collapse. At the moment, we are watching the battles, in terms of duration, the acceleration really takes place and now it is 0.5% across the server, which is completely unnoticeable. But we sit and watch.
  • The 2nd iteration of physics is being prepared, and it is alive at the development level, we can already feel it. It solves a number of our problems, as soon as we make sure that we keep the situation under control and there is nothing to do with the machines themselves, we will bring it to perfection and roll it out to production (release - approx. WOT Express).
  • We will not return the jerk, we will also not nerf the wheel yet, inversion when reversing is a new version of physics. The speed of repairing wheels will also remain unchanged for the time being.
  • Periodically (in the game) you need to “suffer” (A. Pankov)
  • Crew, perks - in work. Rebalancing of most perks, replacing very weak skills with other perks, soldering a light bulb to the commander as a default property, essence of storing crew experience (solving the problem of amnesia in the crew when changing tanks), reworking the entire interface associated with the crew, most likely a complete rejection of the barracks, if possible crank (as we have now done a free change of documents with the crew). Maybe separate perks against self-propelled guns.
    In general, we are slowly leaning towards the fact that we make one commander and tie everything to him. How it's done in WoWS. But honestly, this may not happen. There is another main problem: catvectors. In order not to deceive and cheat the players when changing the crew. We had such problems when replacing tanks, if they had a different number of crew. Everything is not obvious at first glance.
  • A huge number of modules in tanks / discrepancy, for example, in the Chinese tree, this is the legacy with which we live. In general, we have a whole project called cleaning trees, removing unnecessary walk-through tanks, especially the Germans have a lot of low lvl (there is a zoo in general), clean the modules, standardize everything. This is the medium term.
  • In the horizon of 2 years approximately, 2 years from the current moment on the topic of high lvl content, 11-12 levels of tanks, everything will be fine. We cannot give a more specific answer.
  • We also started to work back on clan history, made alliances, caravans there, we will continue. We have in our head a Game of Thrones that we want to start and in which we want to involve the maximum number of people.
  • Ranked Battles are coming very soon, with a reworked experience formula. Previously, we canceled it, and it was supposed to be released in November 2018.
    Ranked battles in season 3 are a different rank system, experience is calculated differently (if it is successful, we will introduce it into random), rewards are different, there are more ranks, divisions between them, rewards for players who play extremely efficiently, and many others changes.
  • We will expand the Bonovy store over time and it will be soon. Tanks will cost less than 20k.
  • Very soon 1 more test will be rolled out on a very strong hysterical theme, there will be something around the Second World War, later than May 9, but this year. In closed testing, the players went.
  • The current coupon earnings are not enough, especially in the run-up to the introduction of the Bonus Shop. Yes, we will add new types of bond earning. Perhaps it will be in LF, perhaps something else.
  • Rewards for grades are my dream (c) A. Pankov
  • Contentment is not the first step towards loot boxes in the game! At the same time, we did not want to make a system that rewards only skillful players.
  • In the foreseeable future, there will be a visual counter of masters on the tank, which you can play on your tank, at least I really hope so ). There are plans, but not for this year.
  • We are not planning to make a Training Room for 1 person.
  • We will not test a premium tank before buying!
  • Server replays are now very much stuck. From the idea we do not find ourselves, but the progress there is very weak. Don't expect any time soon. The main problem within us is the upgrade of the server version. The problem is both on the server side and on the client side. Very difficult technically.
  • Frontline minimap in progress for random.
  • We will not make winches and magic sticks for pushing out stuck tanks.
  • Voice communication within a radius of 100 meters in a random house - no, we will never, never have such a thing. Simply no!
  • We do not answer questions (streamer) Korben, he is not here. Let's call him next time instead of... then we'll choose.
  • The races this year will be 100% cooler than back then on the M24 Chaffee Sport. We will improve at least the technologies are different now. Physics didn't even exist back then, and other cool things.
  • World of Tanks Battle Royale is in the works, when it comes out, let's see how it will go to the players, maybe even add it to the client permanently.
  • Comprehensive changes in the performance characteristics of researchable tanks of many levels only after the rebalance of shells. Let's go from bottom to top.
  • Suspension STB-1 after the release of such tanks from the Swedes.
  • The battle of bloggers has come, liked it and will continue. Not a fact, however, that in the same format, but the concept is the same.
  • Changing hangars by 1 button, as it is implemented in ships, is not in the plans.
  • The new chat/extension of NS/friends list and all this architecture should have received an update, but it was cut out of the Roadmap (Roadmap - approx. WOT Express) 2019. Therefore, alas, updates on the chat this year should not be expected.
  • Tanks will live for a very long time, don't wait! Although I know you're not expecting :)
  • ± 25 will still remain in the game. It is much more useful than you think.
  • There are ideas to try the Front Line at 10th levels, but for now only the Grand Battle mode is for this. But there are no big plans for the General Battle, we are investing all resources in the LF.

Scatter circle

As already mentioned, the shells in the game do not fly exactly at the crosshairs of the sight, but within the circle of dispersion, the size of which depends on the particular weapon. Moreover, the chance that the projectile will hit any point of this circle is not equal, but its subordinate and the distribution of the Gauss. This means that the probability of hitting closer to the center of the sight is much higher than in the center of the aiming circle. Moreover, this distribution depends on the initial size of the circle of awareness and does not depend on the weapon used, not on the class of vehicle, not on paying for a premium account, not on the time of day and the phase of the moon.

By the way, the displayed scatter circle may differ from the one that is currently calculated on the game server. Usually, this is due to poor internet quality, here you can help by enabling the checkbox server sight in the game settings. However, they should not be used in other cases. The client sight, as a rule, is quite consistent with the server one, but slows down much less.

Shooting accuracy

The size of the scatter circle, which means the accuracy of World Of Tanks shooting depends on:
1. Basic accuracy of the gun.
2. The skill of owning the main specialty - tank gunner (it is additionally affected by the commander's skill, which is given to crew members, one percent of the skill, for every 10 percent of their ability to command).
3. Combat brotherhood and ventilation.
4. Additional rations, a box of cola and similar disposable, exemplary consumables.
5. Temporary increase in gun spread caused by tank movement.

Try to hit the center of the target offhand in the shooting range, it's not an easy task. Is not it? In order to accurately hit the target, you need to freeze, exhale, hold your breath and gently pull the trigger. Although shooting from a tank gun is much more difficult, in the game we only need to point the cursor at the target and wait a bit while the virtual tanker is virtually engaged in virtual aiming. At this time, the visible dispersion circle gradually decreases, when the mixing is completed and the circle has reached the minimum value for your tank, you can shoot, the chance to hit will be the highest.

A useful fact, as we have already said, in addition to the basic coefficient of aiming of the gun, only the basic skill of the gunner affects the accuracy of shooting at full aiming, and this influence is very noticeable. A good gunner from a bad gun will shoot better than an untrained gunner from an accurate one. Let's do some tests to demonstrate this. In the upper left corner, the results of firing from the Z-6-7 gun with the crew planted behind the tank for free are shown. So that the gunner has a skill of 55 percent in the profession. Further, the same gun, but the crew is trained to 100 percent. In the next window, the crew of the same tank received the maximum level of proficiency, ventilation, combat brotherhood and additional. rations And finally, for comparison, in the fourth window, the results of firing from a tank with one of the accurate guns in the STUK 72 M-70 game with a gunner who owns a specialty by 75 percent.

Yes, hard in teaching, easy in combat. A skilled crew may well offset the lack of accuracy of any weapon.

Mixing time

Modern tanks are able to stabilize the gun and automatically track the target chosen by the gunner, but the tanks of the beginning and middle of the last century, presented in the game, did not yet have such capabilities, and shooting on the move for most of them was not accurate or not at all possible. To simulate the movement of a real tank, in our game, when moving, when turning the turret, even when firing, the dispersion circle increases sharply and we have to wait until it narrows to the minimum value. Moreover, the higher the speed and rotation of the tower, the more the circle increases. The increase also depends on the chassis installed on the tank, which has its own undocumented spread coefficients when moving and turning. Detailed information about these coefficients can be found on the website of our information partner wot-news in the extended information about tanks section. Please note that the mixing time characteristic is erroneously called the speed of mixing, which introduces some confusion.

Let's take the American T-34 tank as an example. At the same aiming speed, the indicated time in the characteristics of the gun, three and four seconds, will be required for aiming if the tank with a hundred percent gunner accelerated at a certain reference speed and stopped abruptly, began to converge. And if you drive very slowly in first gear, then the spread circle will increase much less. Mixing after a stop will naturally end much earlier.

So, the convergence time does not depend on the following characteristics:
1. Appropriate characteristics of the gun.
2. From the possession of the gunner's specialty, which, as we remember, depends on the possession of the commander's skill, combat fraternity, ventilation and exemplary consumables.
3. Additional: the ability of the gunner and driver (main entrance and turret turn), from reinforced aiming drives and a vertical aiming stabilizer.

Let's take a closer look at the last point. In the theory of the enhanced drive, pickup and stabilizer differ quite significantly. The first increases the speed of aiming and the useful properties of shooting from a place, and the second reduces the circle of dispersion and is suitable for firing on the move. However, in practice their functions overlap.

The stabilizer, as follows from the description, is perfect for those tanks on which you shoot immediately. It significantly reduces the circle of dispersion when moving. And for tanks from which you are used to shooting from short dashes, but with full convergence, there is practically no difference between the drive and the stabilizer. Under equal conditions, from a smaller circle, the gun is reduced in the same time as from a larger one from a reinforced drive. Moreover, when shooting from a place, the stabilizer reduces the circle of spread after the shot, which is also a kind of movement. And in this case, mixing with a stabilizer takes less time than with drives.

So if your tank is equipped with a stabilizer for vertical aiming, then its use is more profitable than reinforced aiming drives. According to one of the game's developers, better known as Vader, this rule is generally true, except for a weapon with very slow aiming.

How to shoot correctly

Now let's give some tips on how to shoot better. We immediately say that in this series, we do not consider the techniques of any of the artillery. This is an independent and very large topic, which will have to be devoted to a separate program, or even more than one.

So the first thing is to get down. Of course, aimless shooting is sometimes necessary, but there are very few reasons for such shooting. This is useful on some light and medium, literally a few heavy tanks with good rate of fire and gun stabilization. Shells that, even at maximum speed, in most cases fall into the crosshairs of the sight, but if you are not sure about the gun of your tank, all the more so you know that they are not intended for firing on the move, it is better to stop in a more, less safe place and wait for full convergence and deal damage.

Except when shooting on the move or shooting at opponents who get used to your tank from the side and drive back and forth making it difficult to aim, it is better to use a sniper scope. With a sniper scope, you will be able to figure out the weak zones of opponents and have a high chance of dealing damage, but you pay for this with a very narrow field of view. An enemy who literally appeared a couple of meters from your target may go unnoticed and, as a result, confident in the safety of shooting at you. Therefore, immediately after the shot, go to the usual arcade mode with the left shift button. This will allow you to assess the situation on the battlefield and change position, etc. Make this switch a habit and the benefits of it will not be long in coming.

By the way, to increase the rate of fire, converge shortly before the end of reloading, so that by the time the tank is ready for the next shot, you have time and finished aiming at the target.

I repeat once again, on some light, medium and even heavy tanks, on the move, especially in close combat, on the contrary, you should not use a sniper scope. Instead of targeting a weak point, you can overlook where your opponent is aiming or where you are going. At the same time, you should have some experience of shooting while moving, and it is better to shoot at the side or karma of the enemy. Because even poorly armored forehead tanks can ricochet many hits. You must understand that on the move the best guns can give a pass, in such a situation you should not expect to make a shot that will destroy the enemy. Hope for the best and expect the worst. By the way, when you are designed on the move, you can shoot on the auto sight. This will prevent the enemy following you from getting bored, will not let them focus on shooting at you, and you will get an extra chance to deal damage.

Remember the penetration zones of all tanks. Consider the angles of the armor and the work of the ammunition used. This item in World of Tanks is perhaps the most difficult. There are hundreds of tanks in the game and about most of them, at least at the levels you play, first of all, you need to know the maximum number of characteristics. Roughly speaking, even just knowing the penetration points of any opponents that you may encounter will increase your number of victories by 5-10 percent. Moreover, the more you know about the enemy, the easier it is to fight him. For example, knowing your enemy's reload time will allow you to take an extra shot at him, in turn speed - to spin him, view range - to choose a safe distance for shooting, and so on. Useful mods will help you with this - a booking panel with enemy reload time and World of tanks penetration zones.

If you have to shoot through the opaque vegetation at the silhouette of the enemy, before you shoot, feel for its accessible part. Moving the sight on the enemy tank, you will see that the border on it appears and disappears. It disappears when the cursor moves from the target to the obstacle blocking it. Thus, you can estimate which part of the enemy is available for a shot, and not waste the projectile, hitting the ground, or even an ally standing next to him.

This rule has exceptions. When you shoot through the gaps of another tank, including a destroyed one, the enemy's outline does not appear, but the projectile can still hit the target. And although it is a little unusual to shoot like that, it is often very useful.

When shooting at moving targets, take into account the speed of the projectile and take the appropriate lead. The speed is individual for each weapon and for each type of ammunition. And the necessary miscalculations will be carried out by your hands automatically as your experience grows, but this experience must be obtained. To get it, you just need to remember that you need to shoot at moving targets with a slight lead. Not into the tank itself, but to where it will be in a second.

When shooting at long distances, if the tank disappears from the light or when firing at a lead, a well-measured shot may miss. Why is this happening? At the beginning, we said that the projectiles in the game fly like a parabola in reality. If you are aiming at an enemy tank, then the arc is calculated in such a way that the end is exactly at the point of the enemy you are aiming at. But when you're trying to hit an enemy that's moving or missing because of the light, your line may hit a surface far behind them. In this case, the trajectory will be calculated from the calculation of this distant point that is shown by the sight. And the projectile will go above the enemy. It is very difficult to give simple and universal advice on how to shoot in this case. Therefore, if you see that the aiming point is far behind your target, and you cannot change this, wait for the enemy to light up again so as not to waste your shot and time.

Let's summarize.
1. Mix up!
2. Use a sniper scope.
3. But know how to shoot from the arcade mode.
4. Remember the penetration points and characteristics of all tanks.
5. Use the silhouette of the enemy tank to find its accessible parts.
6. Shoot ahead of moving targets.
7. Enemies missing from the light, sometimes it's better to wait ...

So, in this program, we figured out how shooting works in World Of Tanks, learned how to increase accuracy and reduce aiming time, how to shoot at the enemy better. In the next series, we will see what happens when there is a hit in armor-piercing, sub-caliber, high-explosive and commutative shells.

Download mod to view hits for WoT Before, such a possibility would have seemed simply impossible. And now absolutely every user can get it without any problems and carefully view the history of damage, which will have not only a detailed report, but also a visualization. Yes, you heard right, now you can view hits in WoT, and for this it will be enough just to download and install a mod called "Battle Wounds" It does not weigh that much, but it can be extremely useful for use in post-combat study of the results.

How to use the modification?

Maud "Battle Wounds" in WoT is a separate plugin that can be actively used at any convenient moment. To do this, just do the following:

  1. Install mod.
  2. You start the game.
  3. Have one fight.
  4. Return to the hangar.
  5. Click on the special mod icon on the bottom right.
  6. Select the item "View penetrations".
  7. Choose the fight you want to learn.
  8. Watch the visualization and get all the necessary information.

The application is not so complicated and quite effective. No additional knowledge is required to use the mod. You will only receive all the necessary information and enjoy your opportunities. Have a good game!