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Dmitry Yudo aka Overlord, jack of all trades
David Lister aka Listy, Freelancer and Volunteer
Showing posts with label mechanics. Show all posts
Showing posts with label mechanics. Show all posts

Monday, July 7, 2014

[WoTB] Blitz Matchmaker

World of Tanks Blitz uses basically the same matchmaking system from the PC version of the game, only slightly optimized for faster performance and 7vs7 battles.

First, it would be good to watch this video for the PC version.



  • There are no particular restrictions on vehicle nation, class, tier, etc. Same as on PC.
  • MM-ing spread is 2 tiers for most of the vehicle tiers, apart from tiers 1 and 2. Tier 1 can only play with tiers 1 and 2, tier 2 can play with tiers 1, 2, 3. 
  • Platooned players are matched based on highest tier in platoon.
  • Balance weights for all classes in Blitz are the same, i.e tier 7 mediums, heavies and tank destroyers all have the same balance weights. 
  • Premium tanks may have preferential matchmaking, eg A-32 can only play against tier 3-5 vehicles, Pz IV Hydro, KV-220, M4A2E4 - only against tiers 3-6, Panther M10 - against tiers 5-8, KV-5 - against tiers 6-9.

Ideally, matchmaker tries to create full 7vs7 battles, ensuring that top 3 vehicles in both teams are of the same tier, and balance "weights" of both teams are equal.

The longer the wait time in the queue, the softer matchmaker requirements become. The requirements change twice - after 30+ and 60+ seconds in the queue.

After 60+ seconds for one of the waiting players matchmaker would try to create battles with less players on the team where minimal size is 3, i.e. 3vs3 battles. In such battles, at least 2 top vehicles are to be on the same tier, while matchmaking "weight" difference between the team can go up to 10%.

Unfortunately, there are some rare bugs which carried over from the PC version to Blitz, and in Blitz they are reproduced more frequently:



Such battles, where top 2 equal tier requirement is not enforced, could be created after 60+ seconds of wait time for one of the queued players. We will be monitoring the situation and trying to fix this.

After 5 min wait time, player is kicked out of the queue to garage due to timeout. 

Wednesday, September 5, 2012

[WoT] Misc Info. Updated

Updated. Added stuff in red. 

This post contains some misc information of World of Tanks.

Penetration mechanics is one of the hottest topics in WoT. Below is the summary of the most widely asked questions with answers, of course. :)


AP and APCR penetration and normalization:
  • There is no normalization when hitting external modules - tracks and gun.
  • Rounds ignore the armour slope when hitting external modules - tracks and gun.
  • Rounds get normalized only when hitting main armour or spaced armour
  • Normalization doesn't change the real round trajectory. This simplifies the calculation.
  • Normalization is taken into account to calculate penetration / non-penetration at the point of impact (where round meets armour).
  • If round penetrates the outer spaced armour and after that penetrates the inner main armour, it doesn't get normalized twice on the main armour. In both cases, when penetrating spaced armour - regular normalization value is used, for main armour - the same one is in place (no xN increase). The real round trajectory again stays the same for both penetrations. 
  • Normaliztion value for all rounds will be substantilly decreased in 8.0 update: approx it will go down from 7 deg (on average) to 5 deg (on average).
  • Ricochet angle is 70 deg. 
  • Overmatch is the situation when round caliber is 3+ times bigger than armour. In this case, there is no ricochet. Round tries penetrate the armour regardless of the angle.
  • After the ricochet, round changes its trajectory and continues its journey. Its penetration power is reduced by 25%. Only 1 ricochet is calculated by the server.
  • Semi-overmatch is the situation when round caliber is 2+ times bigger than armour. In this case, normalization is increased proportionally to the semi-overmatch value, ie x2, x3, xN.

Saving throws and gun hits:
  • Being inside the vehicle round can go as long as 10-caliber distance inflicting damage to modules and crew.
  • If module/crew is lucky to get saving throw, round doesn't go further
  • If module/crew doesn't produce saving throw, round goes further having its damage reduced by the amount of HP module/crew had. If the remaining damage is <= 0, round doesn't go further (it gets stuck)
  • Gun also has saving throw, but if it dodges, round goes further. However if round has penetrated the armour and inflicted damage before hitting the gun / gun dodging, it won't go further
  • When gun (gun hitbox) is penetrated (2 outer spots of the model hit), round gets its penetration reduced accordingly
  • Crew members don't stop AP rounds under any circumstances

Publicly available hitboxes

It is planned to display hitboxes (without internal stuff) in the game client, specifically in hangar submenu. Clicking on a particular spot, one will get its exact armour thickness and possibly angle of possible impact (based on camera angle) - thus it will be more clear what and where you can penetrate and when you have little chance.

Voiceover
The current algorithm (or sequence) of hit and penetration messages will be reconsidered. Yes, "we are on fire" shouts will finally get higher priority. Additional sounds will be added when hitting tracks or gun. ETA - soon! :)


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