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This page is to provide you with as many details as possible of the core game mechanics, so that you need not search through the forums for this valuable information. The details of some game mechanics are being held "close to the vest" over at Wargaming. To the maximum extent possible, we have provided all the data we know about game mechanics. Team selection for random battles is done according to several parameters. Each battle takes place in a so-called battle tier, and team balancing within this battle tier takes place according to vehicle specific weighting and additional restrictions. To find the above link, click on the maximize icon in the bottom right corner of the chart and then copy the link from the browser's address bar. Battles can take place in eleven possible different battle tiers.

A small number of Premium tanks and researchable tanks have a reduced upper Battle Tier spread. Three templates are used by the matchmaker to create games. Finally games where all tanks are of the same tier can occur, however the matchmaker will try to make a game of one of the other template types first. There will never be more top tier tanks than middle or bottom tier tanks. The classes within tiers are mirrored as best the matchmaker can achieve without sacrificing queue times.

Additionally, the matchmaker attempts to match tanks in the same subclass and tier such as Superheavies e. MausEType 5 Heavy etc. Platoons can only be made up of tanks of the same tier. Normally this should level out randomly, but when you've played a lot of battles with higher tier aircraft in a row you'll end up with a high positive score.

Once this score goes above a certain level not sure of the level, I think 6 the matchmaker will force you into a battle with lower tiers. The Karma is now 5, so now you continue with random matchmaking until you go above the treshold again. This also goes the other way around: if you play a lot of tiered-down battles, you are sure to face higher tiers eventually. Apart from aircraft types the matchmaker will normally mirror teams layouts with aircraft models pretty exactly aswell. This is mainly due to the fact that there are a lot of battles with a high number of bots.

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These bots simply get mirrored to each other and the human players, such that battles are as even as possible. Welcome to Wargaming.

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Matchmaking Improvements The changes that have been made to the matchmaker in ate will provide more possibilities for effectively playing low-tier ships against high-tier ships, and also reduce the number of cases where players would find themselves with the only Tier VIII ship in a battle composed of Tier X ships, for example. You can share your points of view about any gameplay improvements, i.e. for matchmaking or any other areas of the game, in THIS forum section. Related Articles World of Warships Players with preferential Premium vehicles play most their battles against vehicles one tier higher, in the template and are rarely getting matched with vehicles of their tier and one-tier lower. As a result, such a situation eliminates the benefits of preferential matchmaking.

Matchmaking WoWP. Jump to: navigationsearch. Tiers Aircraft of a certain tier may face enemies of one tier higher or lower. The frequency of newly introduced maps is slightly increased. See this forum thread for more details on actual map distribution in random battles. Important note regarding camouflage skins: All as of 9.

This means that tier 1 and 2 vehicles see the Matchmaking Chart above for exceptions will never see a desert map.

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So, for now at least, purchasing a desert camo skin for these vehicles is a complete waste, and a winter camo skin is minimal at best. The performance of your tank depends directly on the qualification of its crew. Each crew member is fulfilling one or several roles in your tank and the performance of your tank in those areas depends on their effective primary skill levels.

For example, reload time depends on the Loader's skill. If you have more than one crew member responsible for the same stat e. Refer to the Crew page about for more details about which crew member affects which stat of your tank.

The stats of your tank as they are shown in the garage or in the tech trees, i. In game versions up to 0.

Welcome to saporiviafrancigena.com Wiki! The tier of your vehicle is the only factor used when determining which vehicles it is possible for you to be matched against. Each tier of tank has a spread of possible tiers that they are able to be matched against relative to their own tier as follows: A small number of Premium tanks and researchable tanks have. Matchmaking refers to the way players are distributed in battles. Matchmaking works on basis of various different cts, being: Aircraft tier Aircraft type (and model) Karma Amount of human/ bot players Flights Amount of players. Normally, matchmaking will try to fill both teams of 12 players evenly. Adding player skill to the equation would disrupt the very idea behind Random Battles. Although the mode has rules, there is an element of randomness to each battle, and the thrill that comes with it is what we all love about Random Battles.

Game version 0. You tank's actual performance for each stat can be calculated based on the effective skill levels of those crew members which are responsible for the operation of that part of the tank, using one of the following two formulae:. A degressive stat is, for example, your aiming time, which becomes shorter as your Gunner's skill level increases. A progressive stat is, for example, your view range, which increases as your Commander's skill level increases.

Note that only stats that depend on actual crew interaction are affected by crew skill.

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Your tank will not get thicker armour or become heavier with more experienced crew. Also while a better Loader will make your gun reload faster, he will not influence the speed with which auto-cannons or autoloaders fire the shells in their magazines, because shells from the magazines are chambered automatically.

The Loader does come back into play when reloading the magazines, however. Note further that the values displayed in game are just approximations because the actual values are either rounded to the nearest integer or only the integer part is shown without any rounding.

This is not only inconsistent, but also means that since 0. Let's go through a few examples to make it clearer or confuse you more, as the case may be.

Hopefully you like math!

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What is your view range? You also installed Improved Ventilation equipment. What is your rate of fire? Gaining experience and credits is one of your primary goals in World of Tanks. Experience and credits are gained in all game modes except training battles for the following actions:.

Per point of damage, modified by victim's tank type and tank tier compared to your own damaging higher tiers pays more. All damage counts, whether caused by direct hits, splash damage, ramming, fire or ammo-rack explosion.

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This means destroying an enemy tank's module only damaging it is not enoughor killing a crew member. Small bonus depending on the tier of the target compared to yours, whether caused by direct hits, splash damage, ramming, fire or ammo-rack explosion. For example, if it is "Operation Sniper", you would receive extra experience or credits for earning the "Sniper" achievement.

Free experience can be used in the research of any vehicle instead of just the vehicle it was earned with. This is a bonus and is not subtracted from the vehicle's experience. Additionally, you can use gold to convert vehicle specific experience to free experience. The vehicle must be elite, i. Each crew member receives experience equal to the experience the vehicle earned in a battle, possibly modified by experience bonuses and penalties. A standard battle can be won either by destroying all enemy tanks or by capturing the base.

To capture the enemy base, your tank must drive into the white circle in the enemy base commonly referred to as the cap circle or simply cap.

Each tank in the capture circle generates 1 capture point per second. You cannot generate more than 3 capture points per second. Once you have completed the capture, the title of the capture bar changes to "Enemy base captured! If you leave the cap circle before capture is completed, all capture points earned by you are lost and the capture bar progress is reduced accordingly.

The same happens each time you get damaged while within the cap circle before capture is complete. Both hull damage and critical damage e.

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Once capture is complete, the round does not end immediately. There is a delay of at least 5 seconds before victory is yours unless the battle timer runs out earlier.

According to Overlord this delay gets extended each time a vehicle is destroyed. The following outcomes are possible:. If you are playing the assault game mode, then only one team owns a base that can be captured by the other team.

Everything else works as in standard battles. In encounter battles there is only one neutral base that both teams can capture. The same mechanics as in standard battles apply here as well, however there are two differences.

First, in an encounter no capture points can be gained while there are tanks of both teams within the capture circle. Capture progress is simply halted and resumes if the intruding tank leaves the circle again. The other difference is that the capture rate is slowed down to 1 capture point every 2.

Not everything that happens in the game world will be visible to you at all times. Game mechanics and technical limitations alike limit what you can see at any given moment. The main reason for technical limitations is server performance.

THIS is MATCHMAKING in World of Tanks: Mercenaries

Draw Distance is the maximum distance at which objects are drawn on your screen by the rendering engine. The bigger the draw distance, the more computing power is required both for client and server. The rendering engine used by World of Tanks sees the world as cubes. The map itself is a cube, and every object within that map cube is drawn within an invisible cube centered on and aligned to your view point.

Everything near the boundaries of this cube starts to fade into a distance fog and everything outside of the boundaries is entirely invisible to you. This cube is your draw distance. Higher draw distances will limit framerate if your computer is on the slower side but unless your framerate is low you should always opt for the highest draw distance available.

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The minimap is not part of the 3D world and thus unaffected by the limitations discussed in this section. What you see on the minimap is however influenced by Radio Range discussed below.

Matchmaking. Team selection for random battles is done according to several parameters. Each battle takes place in a so-called battle tier, and team balancing within this battle tier takes place according to vehicle specific weighting and additional restrictions. This category is empty. Unfortunately, there are currently no items here, but they will be added in the future. Don't worry, there are lots of attractive offers available in other categories. A catalogue of games produced by the leading game developer in the CIS. Legendary and new games from Wargaming for PC, iOS, Android, Xbox and Playstation.

View Range is the theoretical maximum distance that your vehicle's Commander not you! View Range has no relevance of its own, its only purpose is to serve as a factor for calculating the spotting range.

It is not to be confused with draw distancenor does it have any influence thereon. Note that unlike what the in game description of the view range enhancing equipment indicates, there is no m limitation.

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View range is unlimited. The better your view range, the better your spotting rangeat any range. The maximum possible view range you can currently v0. You will always spot any vehicle that comes within 50m of you, regardless of line of sight. Because you do not need line of sight, this is also called proximity spottingand can be used on certain maps to spot enemies going past a choke-point without actually being exposed to them.

You can never spot a vehicle further away than m, the game engine performs no spotting checks past this boundary. Note that unlike draw distance limits, spotting range limits are the same in all directions think of a virtual bubble instead of a cube. Spotting Range is not a fixed value particular to your tank, but depends on the target you are spotting, its current position and situation.

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In other words, as many different individual spotting ranges are calculated by the server for your tank as there are targets within the minimum and maximum spotting ranges to you. For each target the spotting range is calculated invidiually according to the following formula:.

If your spotting range to a vehicle equals or exceeds your distance to that vehicle, and you have line of sight, or if the vehicle is within the minimum spotting range, you will spot it. Otherwise it remains hidden to you unless spotted by another vehicle on your team that you are in radio communication with.

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See above for how effective view range can be calculated. Camouflage mechanics are explained below. To determine whether you have line of sight to a vehicle within your spotting range and will thus spot it, the server calculates a virtual vision ray extending from one of two view range ports on your vehicle to each of the six visiblility checkpoints of the target vehicle.

If a vision ray is obstructed by non-transparent objects like houses, terrain, or even just a lamp post, this ray ends there and does not reach the target vehicle. Important to know is that both the vehicle being spotted as well as other vehicles from other players are fully transparent as far as spotting mechanics go.

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If no vision rays reach their target, you will not spot it. But if at least one of the six vision rays reaches the target, you will spot the vehicle and it will light up if it was previously hidden. At this point it makes no difference if any of the other visions rays would reach their target as well because. In general, the two view range ports take turns every 2 seconds, i.

Each tank has six Visibility Checkpoints distributed across the tank as shown in this illustration:. You will not necessarily spot an enemy tank as soon as you have line of sight on it. The rate of visibility checks is limited as follows:. The rate limitation on visibility checks means that it is entirely possible that a hidden tank moves out of cover right after a visibility check, shoots you, and returns back into cover right before the next visibility check, thus never getting spotted and staying hidden.

Once spotted, a vehicle stays lit up for a minimum duration of 5 seconds which can extend up to 10 seconds after the spotter moves out of spotting range or gets destroyed. The exact duration seems to be random. Tanks spotted right next to each other may stay lit up for different durations. The Designated Target perk for the Gunner extends this duration further.

One factor when calculating spotting range is the camouflage factor of the vehicle to be spotted. The higher the target's camouflage factor, the shorter the spotting range. The camoFactor cannot exceed a value of 1, so if the equation results in a higher value camoFactor is set to 1. Note that your tank does not need to be fully hidden to take advantage of an environment camouflage bonus, the environment only needs to cover all of your visibility checkpoints in the direction of the spotting tank's view range ports for the bonus to apply.

Improved Ventilation equipment is installed. Our tank is sitting completely inside of a dense bush and has not been moving for more than 3 seconds. The effective camouflage skill is:. 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.

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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:.

Movement of your tank in World of Tanks is critical not only to reach advantageous locations or to retreat from disadvantageous ones, but also and in particular while figthing other tanks to increase your effective armour or avoid shots entirely. More engine power means better acceleration while more weight means less acceleration.

Several consumables are available to give your engine power a boost during battle. Other factors that play a role are your suspension 's terrain resistance and the terrain type and elevation you are driving on. Note that the different types of Enhanced Suspension equipment provide no bonus to your vehicle's driving performance. The performance degrades the softer the ground becomes.

The game distinguishes three types of terrain: hard roads, pavement, cobblestonesaverage some paths, dirt, sand, grass, shallow waterand soft swamps, deep water. Most terrain types are easily recognizable, but swamps can be difficult. On Karelia and the aptly named map Swamp it is quite easy, but on Lakeville in the valley the grass texture looks like any other, when in fact the underlying ground is soft.

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The exact amount of this degradation is a property of the suspension installed to your tank but is not displayed in game. Wider tracks do not necessarily provide better handling on soft ground, e. For all tanks, if a suspension upgrade is available, it always comes with better performance on some or all types of terrain, i.

That is not the case. Instead, this stat indicated the speed limit of your tank's transmission system. For many tanks it's a speed you may only see while going downhill.

While there are some tanks which can reach their speed limit on flat ground, other tanks can only reach it on a downhill slope and some may never reach theirs at all.

Prior to 8. Now, it's based on weight vs. The hull traverse speed or turn rate of your tank defines how fast your tank can turn its hull. It depends on the installed suspension and your acceleration. Note that some tanks can traverse their hull on the spot pivot while others can only do it while driving forwards or backwards.

Although traverse speed is affected by both engine and suspension, in game tank specifications only show the change in traverse speed when different suspension is mounted, but not when different engine is mounted.

This means that tracks info only shows values for stock engine, and it can be very confusing and misleading because some vehicles gain a lot of traverse speed by mounting stronger engine, but this change is not visible in tank specifications. A new physics system was added to the game in version 0. The system is best experienced rather than read about. No longer do hills have lines that you simply cannot cross. The steepness of the terrain you can climb is now determined by your tank's weight, horsepower, and the speed it was going before it started climbing.

All about pointing your gun at the enemy and hitting them. Make sure to read the section about Accuracy and Dispersion as well. Automatic Aiming, or auto-aim, aims to the lower section of the tank that is closest to you: often putting your shot on heavily armored or poorly angled spots. It does not lead your target at all. It is only useful for aiming at weaker armoured tanks very far from you or when you are both at close range and you need to focus on dodging incoming shots rather than carefully aiming at the enemy.

In these occasions, auto-aim can save you some worry. By default, auto-aim is engaged by right-clicking on a target, and disengaged by pressing E.



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