Jump to content


[Mechanics] WoT Camo and Vision Mechanics Guide


  • This topic is locked This topic is locked
94 replies to this topic

Poll: [Mechanics] WoT Camo and Vision Mechanics Guide (457 members have cast votes)

Would you like a hug?

  1. Yes (350 votes [76.59%])

    Percentage of vote: 76.59%

  2. No (107 votes [23.41%])

    Percentage of vote: 23.41%

Vote Hide poll

Agentice #1 Posted Oct 11 2011 - 18:46

    Major

  • Beta Testers
  • 16453 battles
  • 3,113
  • Member since:
    08-22-2010

*
POPULAR

Welcome to Agent Ice's Spotting Mechanics Guide.
Thank you for taking the time to learn about the game.
------------------------------------------------------

How the spotting mechanics work.



Vision Nodes:


The base of your barrel, the mantlet.
Top of your turret center, commanders cupola.
Spoiler                     

The game draws lines, or 'rays' from the two vision nodes to 6 points on enemy tanks.

Front center hull, rear center hull, front mantlet, top turret, side turret right/left.
Spoiler                     

If Any of those lines connects without anything in the way or camo reducing efficacy then the target is spotted till all vision checks again fail on the target, with the target remaining lit for about 5 seconds after checks fail.

Make Note: (mostly because of the top of the turret spotting node) Hill tops provide little vision cover, you often can see 'through' the tops of hills.
If you can draw a line from the tippy top of your turret, to the tippy top of an enemy turret on the other side of a hill, even if it goes through a little bit of ground, you will likely light up each other.


Spotting Distance:


50m is the minimum distance, that once two targets are within 50m's they see each other regardless of cover or anything between them.
500m is the maximum that you can see targets, BUT you can have a vision rating higher then 500m
That means you will see targets within the max 500m better, vs their camo rating. This will be explained more later on.

Since WoT 7.1 Optics and Binoculars do -not- stack. - Source - http://forum.worldof...57#entry1277857

World of Tank's game engine's max draw distance is 500m in the four cardinal directions and due to computer programming ease it is based on a square. The following image shows how this works if your confused.
The map El Halluf is 1000m by 1000m, each grid square 100x100, the tank has about 400m view range, and from it's position what it can see is drawn out in green, with the games max draw distance and thus what he will see lit up from allies drawn in blue.
Spoiler                     
In other words, the tank draw area is a square that is 1000m by 1000m square centered on you.


Vision Check Frequency:


The game does vision checks semi-often, distance determines how often it is checked.

Sources point to the idea that the game alternates using each vision node. One check with the mantlent, then the next with the cupola, back and forth.

The rate of visibility checks is as follows:

    * 0 - 50 m range - every 0.1 sec
    * 50 - 150 m range - every 0.5 sec
    * 150 - 270 m range - every 1.0 sec
    * 270 - 445 m range (maximum indirect visibility range) - every 2.0 sec


Tank Camo:



All camo values are recursive percentage reductions in enemy view range when trying to spot you, and only you.

Bushes provide anywhere from 5%-65% cover per bush between you and spotters, that is a 5%-65% reduction of enemies spotting distance when trying to see you. Good bushes are higher on that spectrum, burnt bushes/no leaf's are at the bottom. Bushes average 60% camo, with tree's averaging 35%.
Say if someone has 400m spotting distance, and you are behind a good bush, they can only see you from 160m

When you are within 15m of the center of a bush, you can see through the bush, it will not obscure your spot checks to see any tanks through it. one way to check to see if you are within 15m of a bush is in first person mode. If you are greater then 15m from a bush it will be opaque. If you are closer then 15m to a bush, it will become semi-transparent, the closer you move the more transparent the bush becomes. the moment you see the bush start to become semi-transparent, you are within the 15m amount to see through that bush.

Tanks have two innate camo ratings.

One for when the hull is at rest, and one for when the hull is moving. Moving the turret or cannon has no effect on this.
When you fire your cannon, your tank loses about 75% of it's current Camo rating. It varies based on cannon size and if the cannon has a muzzle brake.
Bushes within 15m will provide no camo cover for you for 5 seconds. that is enemies can see through your bushes for 5 seconds.
Sources point to the idea that the bush with the greatest camo rating will still provide cover ilregardless of firing.

Training your crew in camo boosts the tanks camo roughly by a factor. 50% crew by 1.5
100% camo crew doubles the tanks innate camo rating.
camo nets add 25% more off the base camo rating, so more stealthy tanks get a bigger boost.

Example run through:


so a Hetzer, with a camo rating of 30% at rest will with a full crew be 60% camo.
that is a 60% reduction in enemy view range when trying to see the Hetzer no matter what.
a Maus with 500m view range trying to see the Hetzer will not see it until
500m - (500m * 60%)
500m - (500m * .6)
500m - (300m) = 200m!
now lets throw a camo net on that
so 25% more...
500m - (500m * (60% + 25%))
500m - (500m * (.6 + (.6 *.25))
500m - (400m) = 100m!
now behind a good bush!
100m - (100m * 60%)
100m - (100m * .6)
100m - (60m) = 40m!
OMG
then round it up to 50m minimum.

one point to bring up that many don't know, you can have a vision rating greater then 500m
say a maus with binocs.
he'll have 625m total vision
lets versus that same hetzer
625m - (625m * 60%)
625 - (625 * .6)
625 - 375 = 250m!


Tactics to be aware of when platoons are working together:


Is to have someone with great camo, binoculars, and a net, move to take a bushy over-watching position, where he can see much and be behind bush cover. Now he will NOT fire his cannon. but the other two players in the platoon take up positions say 50m back, and at least 20m behind more bushes; they fire at all the targets the scout lights up. since they are not loosing their bush camo cover when firing, they can fire all they want and never be seen by the enemy.

But for the tank that is behind a single bush, or TD sitting far enough back that he keeps the bush camo when firing at you;
  when they fire, they may light up like a christmas tree, lose 75% camo, but they still get the 60% camo cover from the bush, that means that even with the base capper's having 500m view range, they will NEVER see the tank if he's 200m away from them or more.


Base Camo Values Of The Tanks:


This data is outdated but still good for general comparison to see how much camo one tank has over another. the German data is most likely the least accurate since they have 'patched' it.
Listed values are for 100% camo crew. Multiply the base by 1.25 to add the effects of a camo net.

EDIT - UPDATE: Got linked to a Russian topic that has tested out all the new camo values for things! Russian Site Link

Spoiler                     

Math For those inclined:


Viewrange = (nominal viewrange * (0.00375 * (Commanderskill + Vents + GoldConsumable) + 0.5 )) * (Optics <or> Binos)

Camo Skill = (nominal camo * (0.00375 * ((CrewMember1 + CrewMemberN / MaxNumberOfCrew ) + Vent + ?GoldConsumable?) + 0.5 )) * Net

Errr, Do I have it right? XD ah well, check here for more info - http://forum.worldof...909-tank-stats/


Fellow information links! Check them out!


Scouting, the best way to use your new found knowledge from here! - How to be a Hated Scout


World of tanks tactics Visualized! - Tips, Tactics and Strategy -- Visualized


Data acquired from many sites, topics, forums, and general experience.
(some of) The Sources! And generally useful links! Check them out!
Spoiler                     

EDIT:
Bonus!

Situations that come up that catch people off guard!

Blocked by the debris around you or bushes-
Spoiler                     

Stuck on corners and can't see anything?
Spoiler                     

Is that bush big enough? and what do trees really do?
Spoiler                     

Edited by Agentice, Feb 04 2012 - 09:30.


Saga #2 Posted Oct 11 2011 - 19:27

    Captain

  • Players
  • 55837 battles
  • 1,591
  • [-FKS-] -FKS-
  • Member since:
    04-21-2011
Much appreciated!

Axiom2 #3 Posted Oct 11 2011 - 19:28

    First lieutenant

  • Players
  • 7540 battles
  • 853
  • [SMO] SMO
  • Member since:
    04-15-2011
Great guide.

However, I miss the notion that your view range is a square, not circle, with the limits at your tanks spotting distance away in a N/E/S/W direction. Therefore, you basically have a diagonal viewing range that is sqrt(1²+1²) * viewing range = 1.41*viewing range. This also is the reason most maps are layed out as such that the main battle goes diagonally.. (I don't remember in which thread I read this, but it's on the forums somewhere).

Agentice #4 Posted Oct 11 2011 - 19:47

    Major

  • Beta Testers
  • 16453 battles
  • 3,113
  • Member since:
    08-22-2010

View PostAxiom2, on Oct 11 2011 - 19:28, said:

Great guide.

However, I miss the notion that your view range is a square, not circle, with the limits at your tanks spotting distance away in a N/E/S/W direction. Therefore, you basically have a diagonal viewing range that is sqrt(1²+1²) * viewing range = 1.41*viewing range. This also is the reason most maps are layed out as such that the main battle goes diagonally.. (I don't remember in which thread I read this, but it's on the forums somewhere).

Correct

Game engines max draw distance is just over 500m (exact not known off hand) but it's based on a square. following image should help any that don't know what we're talking about.
The map is 1000m by 1000m, each grid square 100x100, the tank has about 400m view range, and from it's position what it can see is drawn out.
http://img.photobuck...ce/Viewdist.png

knaT_sdrawkcaB #5 Posted Oct 11 2011 - 19:58

    First lieutenant

  • Players
  • 13416 battles
  • 756
  • Member since:
    05-08-2011

View PostAgentice, on Oct 11 2011 - 18:46, said:

heavies would do well to never use a net.

Thanks for the guide +1... Can you explain more about this statement?

knaT

Agentice #6 Posted Oct 11 2011 - 20:00

    Major

  • Beta Testers
  • 16453 battles
  • 3,113
  • Member since:
    08-22-2010

View PostknaT_sdrawkcaB, on Oct 11 2011 - 19:58, said:

Thanks for the guide +1... Can you explain more about this statement?

knaT

Take the tiger, it has 10% camo with full crew, throw a net on it which would increase the base camo by 25% and end up with a total of 12.5% camo.
Not a very big boost.

adjutant #7 Posted Oct 11 2011 - 20:25

    Staff sergeant

  • Beta Testers
  • 2195 battles
  • 457
  • Member since:
    11-20-2010
I wish we knew the base camo values for American TDs...

stickjock #8 Posted Oct 11 2011 - 21:05

    Major

  • Players
  • 5345 battles
  • 5,134
  • [USBOT] USBOT
  • Member since:
    04-21-2011

Quote

Action Failed: You have reached your quota of positive votes for the day...


grrr... I HATE when I see that and I run across a thread like this...

roflcopterdown #9 Posted Oct 11 2011 - 21:13

    Sergeant

  • Players
  • 22123 battles
  • 174
  • Member since:
    05-08-2011
Thanks, allways good to re-read this stuff over and over. +1 for sure. Just to make sure I got this, according to your charts at the bottom, a moving t44 has the same base camo value as stationary IS3? Is that right?

Agentice #10 Posted Oct 11 2011 - 21:32

    Major

  • Beta Testers
  • 16453 battles
  • 3,113
  • Member since:
    08-22-2010

View Postroflcopterdown, on Oct 11 2011 - 21:13, said:

Thanks, allways good to re-read this stuff over and over. +1 for sure. Just to make sure I got this, according to your charts at the bottom, a moving t44 has the same base camo value as stationary IS3? Is that right?

yep, Thats about right.

T-44 has 20% moving, 40% moving. it's a good high tier scout. same values as T-54.
Lights though keep full camo even when moving. so a good driver in a decked out light can really tip the scales and be viable in clan wars.

American heavies have TD like camo, not as much as the russians, but take the T30, 5% camo moving, 20% stationary, so it's not the best but enough to do ambushes.
While the russian TDs have 30-40% when stationary.

Mid tier TDs have the best camo, Hetzer: 60%, SU-100: 60%, SU-85: 60%, JagdPz: 60%

Check the Marder II, Great vision range for it's tier, and Great camo even when moving. You'll sometimes see them in company battles for that reason. invisible spotter moving slowly along dropping arty where ever it goes XD

stickjock #11 Posted Oct 11 2011 - 22:20

    Major

  • Players
  • 5345 battles
  • 5,134
  • [USBOT] USBOT
  • Member since:
    04-21-2011
Agent... question for you... any values for Premium Tanks or nothing available to list??  I know you said the info is most likely outdated but still... my main one I was wondering about was the camo value of the new Type 59... any guess or liken it to the T-44/T-54??

Agentice #12 Posted Oct 12 2011 - 06:26

    Major

  • Beta Testers
  • 16453 battles
  • 3,113
  • Member since:
    08-22-2010

View Poststickjock, on Oct 11 2011 - 22:20, said:

Agent... question for you... any values for Premium Tanks or nothing available to list??  I know you said the info is most likely outdated but still... my main one I was wondering about was the camo value of the new Type 59... any guess or liken it to the T-44/T-54??

Values were removed from the games code when the game went from beta to live. And so only the server knows the values now.

But from experience I'd say the Type 59 has the same as the T-54. Take it for what you will.
Grab a friend with the tank and test it on campinovka in a training room.

nicodeimous #13 Posted Nov 11 2011 - 05:53

    Major

  • Players
  • 31364 battles
  • 2,505
  • [7-BDR] 7-BDR
  • Member since:
    06-22-2011
Just found this link, very interesting.

ionviol2 #14 Posted Nov 11 2011 - 14:36

    Major

  • Beta Testers
  • 18641 battles
  • 4,022
  • [RTRD] RTRD
  • Member since:
    10-07-2010
Thank you for posting this.

It is worth to mention that Arty is not affected by LOS (line of sight limitations) when in 'eagle eye' view. (*an excellent advantage over other tanks)

lozarus #15 Posted Nov 28 2011 - 19:18

    Major

  • Players
  • 55354 battles
  • 9,498
  • [RELIC] RELIC
  • Member since:
    07-07-2010
This is now "Must Read" on our forums, cheers ;)

tonywhatsyourname #16 Posted Dec 02 2011 - 04:31

    Sergeant

  • Players
  • 6436 battles
  • 223
  • Member since:
    08-31-2011
Learnt allot from this Thread thank you very much

baptank #17 Posted Dec 07 2011 - 16:33

    Staff sergeant

  • Players
  • 28657 battles
  • 275
  • [W-UNI] W-UNI
  • Member since:
    11-15-2011
Best thread so far

Agentice #18 Posted Dec 08 2011 - 12:22

    Major

  • Beta Testers
  • 16453 battles
  • 3,113
  • Member since:
    08-22-2010
Going to be adding this to the guide in a bit.

http://forum.worldof...ost__p__1167980

Any issues that arise the newbs might misunderstand? So I could add them to a 'common issue' section like these.

Agentice #19 Posted Dec 08 2011 - 19:26

    Major

  • Beta Testers
  • 16453 battles
  • 3,113
  • Member since:
    08-22-2010
Added the extra situations that people get themselves caught up in.

AsSweepea #20 Posted Dec 20 2011 - 23:01

    Sergeant

  • Players
  • 26195 battles
  • 186
  • Member since:
    06-25-2011
is this all 100% accurate for 7.0?




1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users