Академический Документы
Профессиональный Документы
Культура Документы
Author: Denolven
Published by: Specialist Global Tank Academy (SGTA)
Document version: 1.0
Game version: 0.9.2
Appendices
A1
A2
A3
A4
A5
A6
A7
A8
A9
Communication signals............................................................................................ 92
Crew skills................................................................................................................ 93
Equipment............................................................................................................... 97
Clan Wars............................................................................................................... 100
Monitoring your performance............................................................................... 101
Matchmaking......................................................................................................... 102
Why things fail....................................................................................................... 103
Mods recommended by SGTA............................................................................... 110
Additional sources recommended by SGTA........................................................... 111
Notes
0.9.1
June 2014
SGTA-internal pre-release
1.0
September 2014
Public release
Special thanks:
EUROBrit reviewing
Godjira publishing
gunnermoog testing
h311m4n reviewing
lucklala testing
Sapaki reviewing
TateideRuff demonstration scenarios and testing
Vallu01 reviewing, appendix chapter material and SGTA approval
Wasp_RA reviewing and appendix chapter material
openclipart.org providing free clipart
I thank everyone who contibutes to SGTA for their dedication.
Feel free to visit us at http://www.sgta-clan.com/
You can use this document or any part of it for whatever you want, as long as it's non-commercial. Game material is
copyrighted by Wargaming.net.
The digital version of this book is for free. If you paid for it, you have been ripped off.
1. Become a Tanker!
1.1. What is World of Tanks about?
The simple answer is: you get thrown into a tank battle arena with 29 other people and go
crazy! Like destruction derby crazy, or tank pyramid crazy.
Some people love the history aspect of the game and want to drive those legendary steel
monsters. Others seek the competition and want to hone their skills. Others again just
want to have some tank fun with their friends. But in the end, it all boils down to being
thrown into a tank arena and fight against the opponent team.
Generally speaking, it's a team-based semi-realistic tank shooter. And it supports all the
classical roles: damage dealer, damage taker, supporter. But it does that in a unique way.
There is no magic like healing, and no abilities like stunning an opponent. The roles are
handled in a much more realistic way. Scout tanks can spot opponents for the team
without being seen themselves, tanks can be detracked to "root" them, a tank's gun can be
damaged to cripple it etc.
One great thing about the game is there is no fast side strafing and headshotting. After all,
you are driving a 60 ton steel monster. That means people with slow fingers still have a
good chance to be useful here. But of course you always have the option to take one of the
"melee tanks" if you want some adrenaline.
Another great thing is that the matches have a 15 minute time limit. But they usually go on
for only 5-10 minutes. That makes it a perfect filler for those "hm, 20 minutes, what to
do?" times.
6
random battle: play with 29 random people on a random map, most played mode;
can be entered with a premade platoon of up to three people
historical battle: like random battle, but map, tanks and equipment are restricted to
match a historical event
tank company battle: random map, but you choose all your team members. There
are "weight classes", with matchmaking still being random within the weight class
team battle: like company battle, but the amount of players is limited to 7
Clan Wars: there is a world map with regions that can be conquered. Map depends
on the region, combatants are chosen from the Clan of the attacker/defender. For
well organized Clans with experienced players; gives special rewards.
1.3. Factions
Factions come in the form of nations: China, France, Germany, Japan, UK, USA and USSR.
An additional mixed European faction has been announced to come at some point in the
future. There are no restrictions concerning the factions you can play all tanks if you want
to. The only exception is historical battles, where only those tanks that participated in the
actual event can join.
2.1. Nations
Each nation has a variety of tanks, and in general they can be considered about equal in
battle strength. But each nation has a certain flavour, a preferred playstyle where they
shine most. Those playstyles are not imposed by the game you can play however you
want with whatever tank you want. But the tanks tend to have certain preferences.
Preferred
combat
range
Damage
Style
France
short
burst
China
close
Defence
Versatility
Easy to
learn
Specialty
hit&run
per shot
brawling
Germany medium-long
over
time
Japan
long
over
time
sniping, terrain
usage
UK
medium
mixed
USA
medium
mixed
terrain usage
USSR
close
per shot
sniping
hill fighting
brawling
These characteristics are simplified and generalized. Each tank has its own nifty details, and
there are even a few tanks that are completely "out of the line". Just don't make the
mistake of getting your favorite Tiger tank and going brawling with it, wondering why you
are not very successfull...
Pro Tip: The game is mostly balanced. The above ratings are exaggerated to a degree
where you can see a difference, but for ingame prowess that doesn't mean too much. It's
the player skill that decides a battle; tank skill just gives small bonuses here and there.
Fighting Tanks: the frontline guys, divided into light, medium and heavy
Unfortunately, the tank labels don't always tell you what the tank does ingame. The French
AMX 40 for example is labeled as a light tank, but it is very heavily armoured, slow, and has
a big gun. It's a classical heavy tank, but labeled as a light tank. And to confuse you even
more, light tanks have a special matchmaking; but not all of them, just some. And there are
some camouflage things involved as well. The basic idea is good, but they messed it up.
To avoid confusing you more than neccessary, we'll ignore those special tanks and tell you
about the general gameplay of the different types:
Light
Medium
Heavy
Tank Destroyer
Artillery
Firepower
Defence
Mobility
Camouflage
common
roles
a)
Scout,
Flanker, Mobile Main Battle Second Line
Long Range
Backstabber
Reserve
Tank, Leader Support, Sniper Support, Sniper
Heavy Tanks
Heavy guys that pack a punch and are able to take a punch as well. Speed
of a turtle and camouflage of a blinking red light, but who cares?
BOOOOM, gone is that other guy. You are a shield and a two-handed axe
at the same time. You are the tank that leads. This is your tank type if you
are the "You shall not pass!" type of player.
b)
Medium Tanks
c)
Light Tanks
d)
Tank Destroyers
These guys are a hybrid. They have the gun of a heavy tank and the body
of a medium tank. Also, they have no turret except a few exceptions.
This is a big vulnerability in close combat, so you are usually in the
second battle line. If you want a big gun, but don't care much about the
hectic frontline and want to keep your distance, try this tank type.
Pro Tip: Hold the right mouse button to rotate the camera whithout
rotating the tank, or use the brake (x-key) to prevent accidental tank
movement. This keeps accuracy and camouflage high.
e)
Artillery
While the Tank Destroyer thinks he is the sniper, you know it better. The
true snipers in this game are the artillery tanks. They can shoot tanks on
the other side of the map, and with the ballistic arc you can even hit
them behind cover. No gun is bigger than yours, and no hull is weaker
than yours. Should anything, and that means anything, come close to
you, all you can do is to try a last quick shot and pray.
Pro Tip: Use the Shift-Key to switch to artillery mode. Use the brake (x-key) to prevent
accidental tank movement to keep your aiming circle small.
10
a)
Tank characteristics
Your tank is made of a number of modules. There are different armour parts, engine, vision
slits and even things like the driver seat or the gearbox. Both inside and outside, each tank
is like a puzzle. And each part has several numbers attached to it that define the attributes
of the part, and thus the attributes of the tank.
So all in all, each tank is defined by a huge
amount of numbers, each of them responsible
for a tiny detail. Some of them are shown in the
tank info, but most are invisible. And that is ok,
because most of them are so abstract that our
brain does not have any practical use for them
anyway.
The problem with the numbers that are shown
in the tank info is that they don't always
represent the tank as you will see it ingame.
The ingame behaviour is a combination of many
numbers, but the tank info shows only a few of
them. This can lead to wrong assumptions and
weird misunderstandings.
Example: The Soviet T-50 and German PzIII tier 4 tanks. The corresponding tank infos
claim that they have almost equal turning speed. But if you actually play them, you will
notice that in a real game the T-50 has a significantly better turning speed, while the PzIII
feels somewhat clumsy.
The turning speed depends on size and distance of the tracks and some other factors that
are obviously different for these two tanks. Whatever that number in the tank info is, it's
definitely a spooky magic number, not the actual battle performance.
That is why every professional player will tell you that it takes some time to really know
your tank in detail. You have to drive it through various situations and see what happens.
11
Here is a little summary of what people are looking for when they want to get an advanced
understanding of a tank:
defensive: hitpoints, thickness, shape and angle of different armour parts, position
and size of weak spots
offensive: shell armour penetration values, damage per shot (alpha damage),
damage per minute, reload time, gun depression and elevation, dispersion (stil/on
the move), aiming time, muzzle velocity
Camouflage: overall tank size and shape, tank type (light tanks get a bonus),
availability of a muzzle flash damper
Pro Tip: To really know a tank, you have to drive it. Don't trust spooky magic numbers!
But how can you tell what is important and what is not? You can't know every tiny little
detail of every tank, right? What is important is that you know there is a bunch of magic
numbers in the background, and the actual battle performance in the foreground. All the
modifications (described in the following chapters) happen on the numbers in the
background, but that is not neccessarily what you see in the foreground. That distinction
helps to unravel some of the confusion that you might have when taking a closer look to
numbers. Also, keep in mind that some of the numbers are average values, meaning that
the ingame performance is randomized around that value.
Related: 3.3. Know your tank, 5.2. The Luck Factor
b)
Crew
That difference might seem small, but it is very noticeable ingame. The values that are
listed in the tank description are values with a 100% crew. So if your crew has lower skill,
the real ingame tank characteristics are lower. There are several bonuses that can raise the
effective crew skill higher than 100%, and the performance is improved accordingly.
Related: A2 Crew skills
c)
Equipment
d)
Modules
Summary: Spooky magic numbers in the background. Avoid thinking about them too
much, and focus more on what you see in action. Get a decent crew and shiny equipment
to enhance your favorite tanks performance.
13
14
2.6. Terrain
a)
By type of cover
There are three basic types of terrain, and they greatly influence the gameplay:
15
b)
By Mobility
normal: grass and similar common ground; all movement is slightly reduced
soft: loose sand, shallow water, swampy ground; all movement is greatly reduced
In most cases, people don't like to be slower than neccessary. But some tanks don't rely on
mobility that much, use special equipment or crew training to counter the effects, or
simply are fast enough anyway. So there is always someone in that swampy/water area,
although tank population in such areas is lower than normal.
Aside from the ground type, keep in mind that going uphill is slower than driving on flat
ground, and going downhill is faster but increases your turning circle. Not much an issue
for light tanks, but heavies might have some trouble here. Keep that in mind when you are
fighting on a hillside.
Normally, distinguishing by cover is more important. But some tactics or strategies don't
work very well (or work exceptionally well) on certain ground. Just keep that in the back of
your head.
Example: When going from point A to point B over a long distance, moving on a street will
result in an earlier arrival.
Pro Tip: If you can get out of deep water in time, you can cross rivers at some spots before
drowning.
16
2.7. Roles
To go from newbie to advanced, you have to be aware that there are different roles in each
battle. Your team has 15 people, and it won't help if all of them go rampage. Some basic
organization will improve your win ratio a good chunk.
Role
Tasks
Scout
spot opponents
survive to spot more
Fighter (offence)
Fighter (defence)
Reserve/Support
Most tanks can fit in more than one role, and it depends on the battlefield situation which
one you choose. Your options change based on terrain, the opponent tanks you face, and
the overall situation, and it can change during battle.
In order to capture a base, you obviously need to
attack. In order to keep the opponent away from
your base, you need to defend. In order to shoot at
something, you need to see it. And to be able to
react on dynamic events, you need flexible
supporters. Every role is important, and if one of
them is not present on the battlefield, your team is
in trouble.
The above mentioned roles are only a very basic distinction. This chapter is not supposed
to tell you every detail. It is supposed to make you realize that there is more to the game
than just driving around with a big gun. Alot more than any newbie could have imagined.
Consider this an introduction to the big field of situational awareness. More on that in later
chapters.
Pro Tip: Knowing your tank gives you an advantage, but knowing when to do what is what
decides the game. It's great to be the best stone mason in the world, but building a wall in
the middle of the living room is not helping, no matter how beautifully decorated it is.
Related: 2.8.Victory conditions, 3.6. Fighting Styles, 4.6. Platoon techniques, 5.8.b)
Reading the battleflow
17
There is a time limit. If the time runs out, the game is a draw (no winner).
a)
Classic
Each team has a base and starts near it. You have 15
minutes to defeat all opponents or capture their base.
Some people attack, some people defend, and the
whole game is relatively dynamic, because the
battlefield situation can change suddenly and often.
Some maps allow to win with little fighting, and there is
a variety of strategies that can be applied. This is how
WoT started; the other variations were added later.
18
b)
Encounter
c)
Assault
19
1 Some people use external programs that fake a player. So the player can go to bed, while the program (the bot)
"earns" ingame rewards. This method is called "botting", is illegal by the game license and heavily punished if
discovered, often resulting in a permanent ban.
20
22
a)
Hitzones
This is the second most important picture in the whole book. It is shocking how many
people don't know that it actually matters where you hit a tank. It's not the player's fault
though, because the game does nothing to tell us in fact it makes us believe that the tank
23
has only three parts: front, side, rear. That's all the information you get from the tank info
page. But that information is highly inaccurate.
Each tank is like a puzzle, and each part has
different characteristics. Some parts are easy
to penetrate, some are exceptionally hard,
and some can cause peculiar results when hit.
Those parts are different for each tank, and it
also depends on what you are shooting with.
When you shoot and don't know the tank you
are shooting at, pay attention to where you hit
it. Maybe get a friend or clan mate and do
some test shooting. The following table lists
some things that most tanks have in common.
Part
Armour
Notes
Tracks
Ammunition rack
Gun mantlet
Very high Toughest part of a tank and usually alot tougher than the
tank description says
Internal module, can explode and kill the tank, but you
need to know the internal position and be able to
penetrate the tanks armour
Lower frontplate
low
(between the tracks)
Middle/upper
frontplate
high
Engine
Fuel Tank
All internal modules have their own hitpoints, which are not visible. When a module gets
too much damage, it is damaged or even destroyed. Modules can "eat" damage. If you hit a
tank, and you penetrate but do no damage, then it means you hit a module and did one of
the infamous "0%-crits". The hit module "soaked up" all the damage.
Some tanks have empty parts, for example the "ears" of the American T29. If you hit and
penetrate there, you deal no damage at all, neither module damage, nor tank damage.
Related: 3.4. Where to aim
24
b)
Angles
This is the most essential thing about tanks in WoT. And the only reason why hitzones are
explained first, is that they are more intuitive and easier to understand. This is the point
where you wish you had paid more attention at the math course believe it or not, some
of that stuff is actually useful. It's also the point where you are thankfull for getting it
explained it without too much math.
Imagine three shells fired at an armour plate, each from a different angle:
As you can see, the shells take different paths through the armour, although they hit the
exact same spot. What we are interested in, is the part that lies between entry point and
exit point of the armour plate. That is the amount of armour we have to cross, if we want
to reach the other side (penetrate the armour).
The case A is what we consider an optimal angle. If you compare the path lengths, you
know why. It is the shortest one, which means the least armour to cross. It increases if we
use a lower angle (B), and it increases even more if the angle is very flat (C).
This "amount of armour we have to cross" is what we call effective armour. You probably
wondered several times why you didn't penetrate, even if you should have, according to
what the numbers in the tank infos say. Chances are good that you hit a highly angled part
of armour, which means the effective armour for that shell was much higher than what the
tank info says.
So not only does it matter which part of a tank you hit, it also matters at which angle you
hit it! The armour-increasing effect is stronger, the lower the angle gets. This can cause
insane situations as you can see, the path of shell C doesn't even fit on the picture. To
give you an idea of how crazy it gets, here are some numbers:
25
Nominal
armour
Angle
Effective
armour
100
90 (A)
100
100
60
115
100
45 (B)
141
100
25
237
100
10 (C)
576
100
1147
And all the game tells you is that you have 100 mm armour, somewhere, in your front,
whatever part of the tank that is...
Pro Tip: Shells that hit with less than 10 are not calculated, they bounce automatically.
Related: 3.4. Where to aim, 3.7.d) Sidescraping
c)
Movement
The two core things in this game are shooting and moving. While heavy tanks, tank
destroyers and artillery mostly rely on the shooting part, medium and light tanks have to
use speed or agility (or both) to be competitive.
There are three major aspects of movement: top speed, acceleration and turning speed.
And we are not talking about the numbers here, we are talking about the real ingame
performance.
How fast can you drive around a 90 corner? Can you circle heavy tanks
without getting hit? How much speed do you lose when driving up the hill in
Malinovka? And how fast can you turn in the swampy area near the lake?
How fast can you go backwards? How much time/space does your tank need
to do a full stop when driving down a hill?
Test all kinds of movement you can find. Do crazy stunts, stupid moves, go where you
wouldn't go normally, just to see how your tank can handle the situation. You will be a
better player in all future matches. If you are in a clan or have friends available, ask for a
testgame, or even do a race, or a ramming contest.
Pro Tip: Hull rotation and Turret rotation add up. If your turret is too slow, rotate your hull
in the same direction to increase the overall rotation speed of your turret.
26
d)
Accuracy
27
28
Pro Tip: Some tanks have so-called spaced armour in some places. It's a combination of
armour plates with space between them. This can lead to unexpected penetration results,
because you don't see the angle of the inner plates. Also, when you get a visible
penetration on the outer plate, you can still fail to penetrate an inner plate, resulting in
successfull visible feedback whith an unsuccessfull penetration attempt.
Pro Tip: There are many hidden (and unimportant) details. But all you really care about is
where you need to aim to do damage. The recommended way of doing this is asking
someone to be your sandbag in a training battle and experience the behaviour first hand.
Ask experienced players for tips on the tanks that you still have trouble dealing with.
30
Angling
b)
Gun projectiles don't hit instantly. Depending on the speed of the projectile, the arrival is
delayed. HE shells fly slower than AP shells, and the velocity is further influenced by the
gun. Long guns result in faster projectiles. The faster and the further away the target is, the
more you need to aim in front of it. That means you need to think ahead where he will be
by the time your shell will arrive there.
31
c)
Cover
Wherever you go, whatever you do, always use as much cover as you can. The less you
show your tank, the lower the chance they hit you. Use buildings/ruins, small rubble hills,
rock formations, tank wrecks, tanks and all other terrain features that are available. In
order to shoot at the target, the only thing that needs to be exposed is your gun.
Some cover can break. If you use breakable cover, better have a backup plan. If you are
fighting against someone who uses breakable cover, destroy it if you have a weapon with
fast reload.
Pro Tip: When you use walls, cars and similar breakable light cover, you can still be
damaged, but the penetration value of the shell is reduced by 25mm for each obstacle.
Be carefull not to destroy things, because that will show everyone that someone is there,
even if you haven't been spotted yet.
32
d)
Stay in groups
Alone you have one gun, and you are one target. As a group you do more damage, survive
longer and kill faster, because you have more guns, more hitpoints, and the opponents
probably shoot different tanks of your group and spread their damage output. You usually
want that, except when you are a scout or artillery. Additionally, you can use tough tanks as
mobile cover.
But be aware of the clusterfuck effect. Putting 10 people in a single road won't do any
good. You would block each other, and the opponents simply cannot miss including
artillery. Stay in small groups, and don't hug each other, unless you have a valid reason to
do it.
When fighting against a group, expose yourself to as little threats as possible. Try to fight
one, while staying in cover from the others:
33
e)
Communication
f)
Retreat
34
Main attributes
Styles
Scout
view range
agility/stealth/armour
(whatever keeps you alive)
Invisible Eye
Mosquito
Elephant
Fighter
agility
firepower
Brawler
Peek-a-Boo
Dogfighter
Heavy Fighter
firepower
armour
Roflstomper
Wall
Sniper
firepower
camouflage/armour
Boomstick
Nibbler
You basically think about how big you are, in comparison to the opponent in front of you. If
you are bigger than him, you are probably considered a heavy fighter (at least for the battle
between you and him). If you are sitting in a light tank, you are usually a scout or a fighter,
because you won't find anything smaller than you.
There is no recipe to cover all tanks and situations. It is your job to find your preferred
style, and to put it to good use. Having experience in different styles doesn't hurt either.
The more game experience you have, the easier it will be for you to judge the situation
correctly.
35
Invisible Eye You see them, but they don't see you. Common for everyone with a
(passive scout) high view range and good camouflage.
Mosquito
(active scout)
You are fast and agile, and you are near or in the middle of a bunch of
opponents. You use your superior agility and challenge your luck to
avoid being hit. Often done by WZ-131 (China) or ELC AMX (France).
You are big and blind. But you just go close enough and reveal them
Elephant Scout anyway. Done by anyone who is crazy enough to engage unknown
opponents and tough or skilled enough to survive it.
Brawler
You are made for hugging opponents. It looks like wrestling. Preferred
by everyone with a well armoured turret, because that's the only thing
that the opponent will be able to shoot at.
Peek-a-Boo
Pop out of the cover, do a quick shot, retreat behind the cover. Wait for
the reload and repeat. Default style for everyone who has no
exceptional advantage. Preferred by tanks with long reload times.
Dogfighter
You fight in close combat and use your agility to land some good shots
in the opponents side/back, while trying to deny your opponent good
shots. Preferred by agile tanks.
Roflstomper
Yours is bigger than his. Alot bigger. No, not that one, the tank gun. First
rofl (rolling over the floor, laughing), then stomp him. Preferred by
some Soviets that use artillery guns on tanks with bouncy armour, but
applicable by everyone who has 2 or more tiers advantage.
Wall
You are so tough that you can basically block a passage and nobody gets
through. Common if you are one of the top dogs of your team and have
good frontal armour. Can be used offensively as well (walking wall).
Boomstick
You shoot only once a minute. But if that shell hits, a tank is gone.
Similar to the Roflstomper. You lack a bit of defence though, so you
keep your distance. Common with artillery and Soviet tank destroyers.
Nibbler
You are accurate and fire fast, but have low damage per shot. You need
some time to do damage, but you do it somewhat reliably. Common
with most German and British tanks, as well as French artillery.
Example 1: You are sitting in a tier 5 medium tank, and you meet a tier 3 tank in a 1v1
situation.
In this case you are the heavy fighter, a roflstomper to be exact. If there are more
important things around, ignore him. Otherwise stomp him, quick and dirty.
36
Example 2: You are sitting in a tier 5 medium tank, and you meet a tier 5 heavy tank in a
1v1 situation.
You should choose the dogfighter style (or retreat to where allies can help you). Trying to
roflstomp him will most likely result in your death he has more armour, more hitpoints
and more damage output than you. Instead use your agility to circle him, or to get
something between you and him. He is the same tier, so if you are good, you still have a
chance to beat him.
Example 3: You are in a tier 4 light tank and sit in your scouting bush (invisible eye). 200 m
away, an opponent scout manages to break through your frontlines.
You should give up the scouting and rush to defend your artillery by dogfighting that guy.
When that is done, return to a scouting role.
Example 4: You are sitting in a Soviet tank destroyer, waiting to onehit anything that
exposes itself long enough (boomstick). Suddenly a light tank appears 50 m away from
you at your side. He knows you don't have a turret, so he decides to hug your side,
denying you the possibility to shoot him (brawler).
Pro Tip: Don't limit yourself to one fighting style. If you can handle different styles, you
can always choose the one that is the best counter for the opponent you face.
37
b)
Using hills
39
c)
Using Buildings
Pro Tip: You can shoot between the tracks of a tank to hit a tank behind it.
Related: 5.8.a) Zoning
40
d)
Sidescraping
Effect
The opponent will see your side. If he is not a Warrior, he
might be greedy and shoot, wasting time and ammo. If he
is, he probably knows that shooting is pointless.
Desired Result
Bad players will shoot you, which wastes their damage
output and time. Keep 'em greedy! That's why we use the
tank side, it looks more tasty than the front. Even if they
know they cannot penetrate, that doesn't change their
situation. Mission "defence" accomplished!
Counter
There are two counters for sidescraping. One is to go somewhere else, because you are just
wasting time here. Obviously that's only an option for tanks with decent speed. If you have
no speed, wait and hope your allies can break the defence.
The other counter is to improve
your relative angle and kill the
defender. The angle is the only thing
that keeps him alive. And he most
likely knows that, because if he
41
could afford to fight you head on, he would (carefull, he might try to double-trap you with
that).
There is a third counter, and a very effective one as well. But you need a second tank to
apply it, which is covered in the chapter 4.2. Coordinated Actions.
Counter-Counter
If you are sidescraping and see that the opponent wants to get into a better position to get
a working angle, you need to adjust your position immediately. Ideally you have a team
mate to cover you, so the opponent cannot afford to get in the open in the first place. But
let's assume you are alone.
Move backwards while turning your front to the opponent. Good turning speed helps alot
with this. That leaves you in the default angled position behind a corner, which is not
perfect, but still better than getting shot in the side. It buys you some time. If you are
significantly weaker than him and have allies in the vincinity, call for help (F7) and try to
keep that building between you and him. Since the opponent is in the open now, the
backup will have good shooting opportunities.
42
e)
Circling
Fast and agile tanks can use their agility to outmaneuver slow tanks. This is usually done by
medium and light tanks. The main goal is to disturb, or to do a full force quick strike. It's
one of the most dangerous techniques, but can be very rewarding if done well. It's a bread
and butter technique for every Dogfighter (3.6.).
Time of use
This depends on what you want to achieve. For scouting, you can use it anytime you think
you can survive it. For fighting, use it when you want to do a quick nasty strike and see an
opening, preferably while the target gets no support from his allies and/or is low on
hitpoints. The most difficult thing is to know when to take the risk, and when waiting is the
better choice.
Execution
Engage the target. You need to be fast, and you
must not be detracked! Drive to the side of the
target to be safe from his gun and be able to shoot
his weak side. Be very close to him, but don't touch
him that would slow you down too much.
From here on, you have two options, depending on
what you want. If you just want to distract him, stay
alive and keep distracting him. If you want to bring
him down fast together with your allies, stay where you can deal the most damage to him
and fire all you have. Try to keep some kind of cover between you and his allies. Detracking
him further helps to dodge his gun (3.7.f)).
Effect
You put heavy pressure on your opponent. His whole group is probably spotted by you, and
you are rendering his armour almost useless.
Desired result
There are multiple aspects where this technique works. It causes psychological pressure on
your opponent. It can "break his balance", cause confusion and provoke mistakes, if he is
not a Warrior. If he is, he probably knows at least one countermove.
The second aspect is of course you dealing damage to him. He can only target one tank. If
it's you, but he is too slow, you are still safe and can damage him while he cannot shoot
back. And if he doesn't face you, well just keep punching him ;)
The third aspect is that you keep at least one tank busy. You can protect your allies by
drawing so much attention to yourself that he switches targets.
43
And last but not least, the information aspect. This is the most important one for scouts.
While circling a tank, you keep it both busy and lit up. And more importantly, you can keep
several people busy and lit up.
Multicircling is extremely dangerous and is only done by the most professional (or the most
stupid) light tank drivers. It requires extreme attention, multitasking, and you need to be
familiar with every movement detail of the terrain, your tank, and preferably their tanks
too. Due to the incredibly high risk, it is not recommended at all you will die when facing
multiple opponents alone. But, just in case you happen to be in such a situation, here are
some tipps to maximize the time they need to kill you:
if you have any noticeable armour, always angle to the opponent who will shoot
next; also do some Dodging to decrease their chance of hitting
get one of them between you and another one; use them as cover against each
other to reduce their advantage of numbers
highest attention should go to who shoots when, and where are you driving if you
get stuck in rubble, you're dead
Counter
There are a few counter possibilities. The
simplest one is moving backward and
turning, so that the Circler cannot get
around you, or at least he needs more
time. Detracking the opponent helps alot
no movement, no circling.
If you have solid objects around, like
buildings or mountains, you can drive
close to that obstacle to block his
movement and keep your back/side safe.
Another counter is to control the circler's movement with your gun. Your gun is the one
spot where he doesn't want to be. So use it to deny him the moves he wants to do. Instead
of following him, you could turn the turret in the opposite direction, so he is effectively
driving towards the gun now. If he wants to live, he will have to turn around completely.
Related: 3.7.g) Brawling, 3.7.l) Dodging, 3.7.m) Turretless opponents and Sidehugging
44
f)
Detracking (solo)
Time of use
When fighting a slower opponent in close combat, preferably 1v1, or when the opponent is
in a position where you can shoot him but he cannot shoot you.
Execution
Shoot the tracks. If you have good
enough accuracy, try to aim for
the front/back wheels.
Effect
The opponent cannot move.
Desired result
A detracked opponent gives you two advantages:
You have full controll over hitzones and angles where you shoot, at least if you shoot the
hull (which is recommended).
He cannot add his hull rotation speed to his turret rotation speed anymore, which results in
a lower ability to follow your movement with his gun. Especially useful when circling
someone.
Pro Tip: Medium and light tanks with low reload time can keep opponents detracked for
long times, resulting in alot of extra credits and XP for assisting.
Pro Tip: Shooting the front/back axle (center of the wheel) also does damage.
Counter
Having a good repair skill helps, and there is a special tank equipment
(Enhanced
Suspension) that increases track durability by 30%. Otherwise, the only real counter is
using a repair kit consumable. But think about it first. If he is going to detrack you again
anyway, or if you have no chance to get to a safe place, repairing the tracks is a waste.
However, staying in small groups is probably the best preparation, because detracking you
while you are covered by allies is not going to hurt much.
Related: 4.6.g) Detracking (team)
45
g)
Brawling
46
h)
Ramming
If you ram someone, you may or may not deal damage. The main
factors to determine that damage are your relative speed (if you
move in opposite directions, both your speeds are added), tank
weight and armour. Higher speed means more impact energy,
means more potential damage. High weight also increases the
impact energy.
Both tanks are subject to the same impact energy. But the more
weight and nominal armour you have, the more damage gets
absorbed by your chassis. Make sure you are the bigger tank ;)
Time of use
There are two use cases for ramming. One is to stop tank movement or push him into a
disadvantageous position (into a lake for example). The other one is as additional damage
source.
Execution
For stopping movement, ram him frontally, or ram his tracks.
For dealing damage, ram a part with low armour if you can.
Effect
The opponent is damaged and/or detracked.
Desired result
Ramming becomes interesting when you take a closer look to the
rhythm of a fight. Usually you create damage output every few
seconds between the shots your damage output is 0. You can use
ramming to do damage in between your shots, which gives several
seconds time advantage. A good ram attack can equal an
additional shot without spending any time or ammo.
Of course the drawback is that it is a self-damaging technique. Only use it when the gain is
much bigger than the price. Doing 100 damage to someone who is shot by 3 of your allies
already is probably not worth detracking yourself in a disadvantageous position.
Pro Tip: If the opponent's next shot will likely kill you, but he has a fragile tank, ram him
before he reloads.
Pro Tip: Ramming can be an effective way to stop the opponent's capturing process.
47
Counter
If you are agile enough, you can dodge
the ramming attempt.
If you have a decent gun and the
rammer is a fast tank, wait until he gets
relatively close. You have one chance,
so you better don't miss. When you are
sure to hit, shoot his track. If you do
enough damage to detrack him, this
will result in a drastic change of the
situation. The broken track will cause a
one-sided brake maneuver, which
stops and turns him in the direction of
the broken track, showing his side to
you and your allies now. Troll time!
Related: 4.6.g) Detracking (team), 3.7.g) Brawling, 5.5. Effectiveness and efficiency
48
i)
Drive-by shooting
Time of use
When dogfighting (3.6.) or Circling an opponent.
Execution
Practice this move in two steps. First move around
the target in a big rectangle or triangle pattern,
with rounded corners. In real battle situations you
probably won't drive any particular form. Lock
your turret (hold right mouse button) while doing
it.
The second step is shooting. You need to plan
ahead a bit, because what you do now is waiting
until your reticule meets the target, then release
the shot. In order to make it work, you need to aim
left of the target if you circle counter-clockwise,
and right of it if you circle clockwise.
Effect
Several things reduce the gunner's accuracy:
moving, turning the hull, and turning the turret. By
locking the turret and movement direction
temporarily, you negate two of these maluses. For
that short time, the only negative influence is your
tank speed. During that time the reticule will
become smaller.
Desired result
You hit your target while being on the move. Depending on how sensitive your tank's gun
reacts to movement and how well you trained this maneuver, you can get very close to the
maximum accuracy of the gun.
Pro Tip: Works with artillery and tank destroyers, too. Holding the right mouse button
locks the gun position and removes one source of dispersion.
49
j)
Suppressive Fire
Time of use
When defending an area against a bigger force and an opponent is near cover.
Execution
Shoot the cover next to him to create
noise.
Effect
The opponent thinks he is spotted
and targeted.
Desired result
The opponent goes behind cover and stays there for several seconds. That means you just
bought your strong flank some seconds for their attack.
Additional info
This technique is based on information and psychology. If you do it wrong, you will damage
your team instead of helping. The goal is to slow down the opponent. So you have to make
sure that he thinks he has to fight a bigger force than he actually has to. If you act too
obvious, they will see through it and just roflstomp the area.
Give as little information as possible. Don't tell him that you only bounce his armour.
Instead, leave him in the unknown and do "close misses". Stay hidden if you can. Have at
least one big gun behind you, to ensure they have respect. An exploding tank works
wonders against the attacker's morale.
If you have a fast firing gun, you can simulate multiple tanks by shooting different spots.
But do it with an irregular rhythm, so that they don't notice that the source is one tank.
Counter
The counter is to walz through and not stop. You can do it either by guessing that "it will be
ok", or by having a scout who discovers that almost no opponent forces are there. If you
attack, attack and don't hide! The goal of the game is not to keep the tank at 100%
hitpoints. One tank for a key position is a very good deal.
Related: 5.8.e) Classical battle strategies, 5.8.g) Deception
50
k)
Supportive fire
Time of use
When a small gun can do the job and firing a big gun would be a bit of a waste.
Execution
When things need to be shot, shoot them! Destroying cover, detracking a tank, or
lasthitting that one opponent who survived with 20 hitpoints.
Effect
The task is done with an appropriate gun size.
Desired result
Big guns are needed for big threats. One artillery shell can be several hundred up to a few
thousand damage points. You don't want to waste that on a wooden hut or a 20hp
opponent, causing the artillery tank to reload for half a minute. Instead if your small gun
can do the job, go for it and help your bigger allies that way.
In the case of lasthitting a low hp opponent, there might be an occasional chat accusation
about "killstealing". Ignore them, they didn't understand the meaning of teamplay.
However, if you see that your ally is clearly capable and there is no risk for the team to lose,
you might want to give him that last hit to avoid needless provocation.
Pro Tip: Some destroyed railway wagons can be shot through, even if the model doesn't
look like it's possible.
Related: 5.5. Effectiveness and efficiency
51
l)
Dodging
Time of use
Whenever you are in an agile enough tank and have enough space. It's applicable in close
combat too. Bread and butter skill for any dogfighter (3.6.).
Example: You are circling a heavy tank in your medium tank, but he is fast enough to
follow you with his gun.
Example: You know that artillery is watching you, and you have no hard cover to hide.
Execution
Move unexpectedly, change your direction and/or speed, and keep breaking your pattern.
To maximize the effect, be very predictable most of the time, and very unpredictable
shortly before your opponent shoots.
Effect
You throw off the opponents aim and he misses.
Desired result
You survive and keep the opponent(s) busy/distracted. In close range combat, it gives you
another 5-10 seconds to do what you want.
Related: 4.6.e) Distraction
52
m)
Time of use
When an opponent tank destroyer or artillery has no support and you have a fast enough
tank with a turret.
Execution
Ideally, move to them as soon
as they are reloading. Or if you
can take one shot, do it
anytime. Try to do some zig
zagging to throw off his aim.
Always try to move indirectly
to him, so he has to turn his
hull to aim at you, which
further disturbs his accuracy.
Once you are close enough, go into sidehug mode. Detracking the target helps alot to get
into position. Once you are hugging his side, don't let go and keep hugging!
Effect
He isn't able to shoot you, but you can shoot him. Also, both yours and his movement is
limited.
Desired result
Taking out a powerfull gun with almost no risk.
Counter
As always, the best counter is to have an ally around to cover your back. While the attacker
approaches you, you probably have one shot, so use that to stop the maneuver by
detracking or killing him. But if he didn't do a mistake, you're pretty much screwed.
If you are near an obstacle, you can try to get rid of him by squeezing him between you and
the obstacle. This can be used to get in a second shot.
Related: 3.7.e) Circling, 3.7.g) Brawling, 3.7.h) Ramming, 4.6.e) Distraction
53
n)
54
a)
If someone is saying something and you disagree, check his point of view. Yes that is work,
but if you don't do it, don't blame others for your ignorance. From his point of view, the
things he said probably make sense. And if not, you can still talk to him about it.
b)
That goes for everyone, not just for yourself. Due to our limited point of view, we can all be
wrong. If you and your 8 friends say "A", and a single other person says "B", it doesn't
mean you 9 people are right. You can be right, but you also can be wrong, just like the
single guy. So always check both statements (in the context of their point of view). In fact, it
might even turn out that all of you are wrong, or all of you are right.
Related: 5.6. Communication errors, 5.8.f) Information gathering and information denial
56
a)
Strength in numbers
This one is obvious. More tanks means more hitpoints and more damage. This provides
both a higher threat and more safety.
b)
Maneuvers
This is the part that gets the most attention. There are a bunch of maneuvers that can be
done. Be it flanking, baiting, moving in formation, or the simple act of focused fire the
maneuvers are what makes your squad better than the sum of its tanks.
Related: 4.6. Platoon techniques
c)
Communication
Killstealing
When you fight an opponent, battle him down to 20 hitpoints, and an ally comes around
the corner and lasthits him, you probably get angry and call him a killstealer. Because you
did all the work, so you deserve the kill, right?
Wrong! WoT is a team-based game. There is no "I deserve". There is only two teams and
one winner. A kill for the team is a kill for the team, no matter who did the last hit. No
serious commander is interested in individual kill counts, and you shouldn't be either.
Pro Tip: A JagdPz E-100 with one hitpoint left will still deal 1000 damage. The sooner you
take it out, the sooner it stops shooting back.
Human factor
Most humans are hunters. They hunt different things, but still hunt. Yes, even women, the
sex is of no relevance. Men just tend to compare their penises more openly. Preferably the
virtual ones, because those are easier to grow.
While egoistic behaviour can (and often does) reduce a team's effectiveness, it is still how
we humans are. We do stupid things that make no sense. We know that, and it's perfectly
fine! The key is to not expect us to be more noble than we really are.
Related: 3.7.a) The calm mind, 5.7. Curse of the Skilled
58
59
60
Pro Tip: High grass does not provide a camouflage bonus. Fallen trees work like bushes.
Radio
Your crew shares information with tanks that are in radio range (add your radio distance
and your allies radio distance to know how far he can be without losing contact). So you
will see opponents even when there is too much stuff between you and him, as long as an
ally can see him. It only works for direct connections "I know a guy who knows a guy who
knows someone who has seen a tank" doesn't work here.
The battle between view range and camouflage value
Each vehicle has a base camouflage value, which is basically made up by the game
designers and not shown ingame. Rule of thumb: bigger tanks have a lower base value, flat
tanks and light tanks tend to have high base values.
This base value is then increased or decreased, depending on what situation you are in:
Moving the hull (light tanks don't get this malus)
Shooting
Soft cover
Camouflage paint
61
Focus fire
Time of use
When fighting multiple opponents.
Execution
Everyone shoots the same target.
Effect
The target is gone quickly.
Desired result
Reducing opponent offensive capabilities as quickly as
possible. Two half-dead opponents can still fight perfectly
fine. One full-dead opponent can fight not-so-fine.
This is the most basic and most important team
technique, and pretty much every Clan of coordinated
players will teach this in the very first training sessions.
It's easy to do and very effective, to a degree where even
random people teaming up do it automatically.
Counter
Always stay in a spot where only a few opponents can shoot you, preferably 0-1. Watch
your zones. Also on a smaller scale, there is the technique of shielding.
Related: 4.6.b) Shielding, 5.8.a) Zoning
62
b)
Shielding
Time of use
When an ally is in danger of getting killed, but could still contribute to the game. Do NOT
do it if there is no chance of anyone surviving this. Going on open field to protect some
kamikaze guy will only end in both of you being killed for nothing.
Execution
Put yourself between the opponent and your ally,
providing cover for your ally. Also keep angling
yourself to the opponent if you can.
Effect
You eat the shell(s) that would kill your ally.
Desired result
Your ally survives, meaning you prevented the
loss of a team member by spreading the
opponents damage. A JagdPz E-100 that survives
with one hitpoint left will still deal 1000 damage
with each shell. The longer he lives, the more
tanks he can kill for your team. Spreading
damage is a direct counter to focused fire
(4.6.a)). Ideally, you stay alive as well.
Pro Tip: Shielding allies works wonders for team morale.
Bonus fluff
Centuries ago, the shield was considered the most important piece of equipment by people
who would later become famous for the Battle of Thermopylae. Far more important than
armour, because not only can a shield protect you, it can also protect your ally, plus it can
be used as a weapon as well. Being able to hold a shield properly was a major requirement,
because if you couldn't, you'd weaken the whole formation (in the falanga formation you
shield the guy on your left, while you are shielded by the guy on your right). The worst
thing you could do is drop your shield and run. You'd have been labeled as ripsaspis, a
man that dropped his shield, and shamed for generations, because you were supposed to
shield someone else who was relying on you.
Modern battle tanks are used in the same way. They are both protection and weapon.
When playing WoT, remember that your tank is more than just its gun.
63
c)
Scouting
Time of use
When you have big guns in the second line, who prefer not to get shot.
Execution
One tank is in a front row position and spots
targets, the other ones stay hidden and
shoot the spotted targets. Use suppression
fire (3.7.j)) and other defensive maneuvers
if applicable if you want to defendor baiting
if you want to kill. Keep your scout alive, so
he can keep spotting targets. Having one or
two boomsticks (3.6.) helps immensely.
Note that scouting is not limited to any tank class. All you need is decent view range and
survival capabilities of some kind. We talked about the three different types of scouting in
chapter 3.6.
Priorities scout: 1. survive, 2. spot (yes, in that oder!)
Priorities snipers: 1. protect your scout, 2. kill stuff (yes, in that order!)
Effect
Only one tank is exposed to the opponents, while all tanks can shoot targets.
Desired result
You enable your platoon to apply damage without risking to get shot. This minimizes the
number of targets for the opponents while maximizing your targets.
The performance looks similar to baiting, but is different both in execution and desired
result. When baiting, you lure someone into a trap. When scouting, you simply provide
targets while minimizing incoming damage on a platoon/team level.
Counter
Focus fire on the scout or have an agile light tank go for half-kamikaze scouting, lighting up
all their snipers and maybe their scout as well. Pushing this side with multiple stable tanks
simultaneously also works.
Related: 2.7. Roles, 3.6. Fighting Styles, 4.5. The spotting system, 4.6.h) Baiting, 5.8.f)
Information gathering and information denial
64
d)
Double Gunning
Time of use
When your hull armour is thin, but you have a good gun and a well armoured ally nearby.
Works well with tough flat tanks like an American T95 or the British AT series. But only do it
with really tough ones and when they don't try to hide, otherwise they'll hate you for using
them as cover and painting a big target mark on them.
Execution
Put yourself next to or behind your
ally, making him your cover. Shoot the
same targets as he does. There are
different variations of this technique,
where the positioning is optimized for
certain situations.
Warning: standing behind your ally
blocks him only do that if he knows
about it and you are in voice
communication with him, so he can
tell you when to move. Never block
allied movement!
Effect
You reinforce your ally with a second
gun, and he reinforces you with
armour.
Desired result
Your ally compensates for your weak armour, effectively increasing your potential. You also
provide multiple targets, increasing the chance of spreading incoming damage. If you do it
with one of the flat tank destroyers, you also protect his vulnerable flanks.
Counter
Artillery. It hits an area, so tanks standing close together are a really juicy target. If that is
not an option, focus fire on the easier to kill tank.
Related: 3.6. Fighting Styles, 4.6.b) Focus fire, 4.6.b) Shielding, 5.3. Combined Energy and
Synergy
65
e)
Distraction
Time of use
When allied forces need time to
execute an important maneuver, or
when you want to break the opponents
thinking pattern.
Execution
Do whatever it takes to draw the
opponents attention. Being creative
helps. Being not-obvious helps, too.
In most cases, being a target is all that's
needed. Human nature will do the rest.
Effect
The opponents mind is not where it
should be.
Desired result
Your team gets an advantage. That could be a successfull flanking maneuver, a confused
opponent, or something else. The opponent will get eaten by a velociraptor because he
didn't pay attention.
Oh, and no, it's not limited to boobs and men. It works with everything that has some form
of attention. Once you know the triggers, it's easy to steal that attention.
Counter
Basically there is none. With enough experience (read: you failed often enough and
learned from it) you may be able to identify diversionary maneuvers. Most of the time it's
just a little voice in your head "something isn't right here". You'll never really know,
because they are not going to tell you. And what's worse: even if you know, often you still
can't escape it.
What also helps is the skill to stay focused. Considering how literally everything wants our
attention nowadays (everybody wants something from you, mostly your money), that has
become one of the more important skills.
Related: 4.6.h) Baiting, 5.8.b) Reading the battleflow, 5.8.g) Deception
66
f)
Flanking
Time of use
When you are at a disadvantage in a frontal fight, or if you want to keep losses to a
minimum.
Execution
Keep the opponents busy with frontal forces, and have mobile forces go around and
approach from another direction.
Effect
The opponent has more than one direction of threat. That means he will have problems
covering his vulnerable parts.
Desired result
At least one of your tanks has the possibility to strike at a vulnerable part. Ideally it also
causes confusion.
Counter
Don't be alone, have somebody covering your back/flank. Don't leave holes in your
formation. This is the reason why heavy tanks prefer to have at least one allied heavy tank
near them, or a couple mediums. Allows flanking and protects against flanking.
Related: 5.8.c) Task priorities
67
g)
Detracking (team)
Time of use
When an opponent is in a position that is a disadvantage for him, force him to stay there,
so it's easier to get rid of him.
When buying time is more beneficial (or much easier to apply) than damage. This can be
for your artillery to aim, for yourself to survive an incoming attack until allies arrive,
stopping the kamikaze scout from causing trouble, or some other situation.
Execution
Shoot the tracks. If you have good
enough accuracy, try to aim for
the front/back wheels.
Effect
The opponent cannot move.
Desired result
Several allies can snipe weakspots of the target reliably. Standing targets are easier to hit
than moving targets. That increases the efficiency of every shot of every ally, increasing the
overall effect of focused fire.
Counter
To counter the focused fire you are about to get, try to stay in a spot where only a small
number of opponents can shoot you, preferably 0-1. There is also the possibility of
Shielding if you are not alone. Getting tracked is alot less problematic if nobody can shoot
you.
Having a good repair skill helps, and there is a special tank equipment (Enhanced
Suspension) that increases track durability by 30%. Otherwise, the only direct counter is
using a repair kit consumable. But think about it first. If he is going to detrack you again 5
seconds later anyway, and you have no chance to get to a safe place (or kill him) in that
time, repairing the tracks is a waste.
Related: 3.7.f) Detracking (solo), 4.6.a) Focus fire, 5.5. Effectiveness and efficiency
68
h)
Baiting
Time of use
When you are no match for a possibly greedy opponent. Now you may think "but that
relies on an uncautious opponent!" Yes, it does. But remember this: people are greedy. Not
all of them, and not all the time. But an easy kill can be tempting. Scams exist since the
beginning of human interaction for the very same reason. Reality proves that this works.
Execution
Make yourself a juicy target. Make your opponent think that you are an easy kill, and that
it's "not really a big problem" to just go forward a bit to get you. If he does, carefully
retreat. Always stay in a tempting position.
Effect
The opponent tries to get you, or at least thinks about it.
Desired result
The opponent is lured into the trap and gets destroyed quickly, or is at least provoked.
Counter
Train your situational awareness and your mental resistance to temptation. Don't think
about what you can get think about what you can lose, according to what battlefield
information you got. Then evaluate. Is it worth the risk? What happens if it goes wrong?
Related: 4.6.e) Distraction
69
70
a)
Getting information
This part is easy to learn and can range from having a decent screen resolution to using
minimap-mods. The more information you can get, the better as long as it's presented in
a clean way. Take a closer look to the game settings and to popular visualization mods, and
think about what information it presents to you and how relevant this information is. Most
competitive players turn off distracting eye candy that delivers no relevant information.
Your most valuable tool will always be the minimap.
b)
Processing information
c)
Once you know what is happening, and what you want to happen, it's just a small step to
pick the proper thing to do. It's like moving from A to B. Once you figured out that you are
somewhere where you don't want to be, it's simple to just go somewhere else. Solving the
problem is no big deal, identifying it is. And as always, the action you choose depends on
your flavour. If you think you know where you are and where you want to be, but haven't
found out how to get there, talk to experienced players. Chances are that they can point
you in the right direction.
71
accuracy (Gaussian distribution limited by the aiming circle, deviation varies for each
tank)
penetration and damage (Gaussian distribution, limited at +/- 25% of the average
value, deviation unknown)
random small rubble on the ground that looks flat but stops your tank completely
ping/lag spikes
When we talk about skill, there is really only one skill: to increase the chance of something
we want, and to decrease the chance of something we don't want. What factors you
manipulate and how you manipulate them depends on your flavour (3.2.).
Pro Tip: Accept that you never have control over everything.
In this example, it looks like the
Pershing was really lucky for
bouncing a shell of the IS-3. But
take a closer look. What he
actually did, was moving
backwards down the cliff to
flatten the Angles of his frontal
armour, which increases the
chance of a bounce. It's never
an "I win" recipe, but it makes a
bounce more likely. It's all
about probability.
72
combination of energy: instead of two people dragging the rope to their personal
favorite directions, both drag it to the platoon's favorite direction
usage of synergy: synergy effects are always there, but coordinated platoons can
exploit them better
What you want to maximize is not the individual potential. That is important too, but what
matters is the potential of the whole platoon. Two platoons can have the same potential,
but very different setups:
Despite having less combined energy (green), the second team has better synergy (yellow)
maybe they have two medium tankers who have been playing games together for 10
years and are so in tune with each other that they can take on much stronger opponents
together. If both platoons use their potential to the maximum, they are equally strong. But
for the untrained eye, team 2 looks weaker than team 1.
There is more going on than just the sum of individual tanks. So if you want to become
better than advanced, you have to take a look at the things that happen between the
individual tanks.
74
Being effective means to reach a certain goal, or to be usefull. It's about what you do.
Being efficient means to reach a certain goal with as little resources as possible, or to
perform in an optimal way. It's about how well you do it.
Example: If you play real-time strategy games and have a high APM count (actions per
minute), then that means you are very efficient. But if most of these actions are useless
and don't really do anything, then you lack effectiveness. You need both to perform well.
It's everywhere around us, where competition is present. Companies use the confusion to
make us buy the expensive stuff by making the overall price low, but the price per resource
unit high.
So how does that relate to WoT?
In order to improve our performance, not only do we have to do the right thing, we also
have to make sure that everything we do counts. Both effectiveness and efficiency are
important. A player who is highly skilled but doesn't do the right thing needs different
training than a player who does the right thing but sucks at it.
Some games base statistics on effectiveness and ignore efficiency. That is a deliberate
decision, because showing people bigger numbers makes them feel better, even if those
numbers are completely useless. Flattering the players ego is cheap and effective. Luckily,
later versions of WoT support both types of statistics.
Example: Bob did 1000 kills and you did only 100. Bob has a higher effectiveness, his epenis looks bigger than yours. But if we take a closer look, we notice that Bob played 10k
battles, while you played only 1k battles. A little math reveals that Bob has an efficiency of
0.1 kill per battle, and yours is 1 kill per battle. Now Bob doesn't look so impressive
anymore. Of course that doesn't stop him from mocking you noob, because your kill count
is much smaller, so you obviously don't know what you're talking about...
75
76
77
Transport
After putting the intention into the medium, it needs to travel to the recipient. That is easy
when he is right next to us, you might think. But maybe not. Maybe he's deaf, so he won't
hear you speaking. Or maybe you are outside and it's really windy so hearing somebody
speaking is actually not possible. Or when you are using a phone, maybe the connection is
unstable and you lose half of the data so the other end only receives some stuttering.
Just because you sent something, doesn't mean it will arrive at the other end.
Medium to mind
When the package arrives at the recipient, it needs to be unpacked the recipient needs to
translate the used language back into the intention. Remember about mapping a thought
to words? He needs to do the same, but backwards. And he has to use the exact same
dictionary. Problem is, every single one of us uses a slightly different dictionary.
No two beings are exactly the same, so there is no guaranteed understanding of what we
say, even if the words are understood perfectly fine.
What you can do
Getting an intention from one head to another is basically pure
luck. There is no guarantee whatsoever, and most attempts to
improve communication skill simply aim for roughly hitting the
right direction by finding ways to tackle or walk around the above
mentioned walls. There are a few simple things that seem to
improve your chances:
give feedback: make sure that the sender knows that the
message arrived. If appropriate, repeat a short version so
the sender knows what you understood (gives him a chance to identify a
communication error)
Misunderstandings are probably the number one reason why things don't work out even if
everyone is trying. In many cases they could, if people would just recognize that the only
problem that was ever there is the one of communication. Yes it's work, and nobody will
judge you if you don't do that work. But seriously, if something is important to you, then
you better pay attention to the communication part. It's not a question of whether there
will be misunderstandings. It's a question of how you handle the ones that will happen.
Related: 4.1. Point of View, A1 Communication signals
78
become strong enough to carry the curse (hard mode): remind yourself that our
perception is very distorted by our expectations and try to readjust these
expectations. Taking different points of view helps. The more cynical people will
probably tell you to expect nothing, so you cannot be disappointed.
temporarily seal it (more likely to happen): take a break from WoT. Instead of
carrying the burden around, put it down for a while. Do something that is enjoyable
for you. It's only a temporary solution, but applicable by everyone.
80
Zoning
In addition, keep in mind where opponent tanks are likely to be and how their zones look
like from there. It helps alot to know where you can move and where you can expect to get
shot. It is perfectly fine to be surrounded, as long as nobody can shoot you because
something is in the way. This is one of the many aspects of situational awareness.
Related: 3.7.c) Gap sniping, 5.1. Situational Awareness
81
b)
Reading the battle, or reading the flow of battle, means to see not only what is going on at
the surface, but also what is going on behind the scene. The good news is, you will train
this skill automatically and don't have to care about it much. The bad news is: it is so
complex that it's impossible to explain everything. You can only learn from gathering lots
and lots of experience. Finding a tutor who tells you what to look at and how to look at it
can speed up the process. Some YouTube channels/guides do that (A9).
Recognize what's happening around you
The best way to do this is to watch
replays. Watch your games, and watch
games of other people. Watch what you
did, look at the situation, try to
remember what you thought and
whether it matched the real situation.
Count how many tanks are where, what
type they are, what weapons they use
and how they move. Look at where shots
are coming from, how many, and in what
rhythm. Look at every damn detail you can find. And then think about what it tells you.
Grow to see what's REALLY happening around you
If a tank advances, what situation is it in, and how does this move affect the metagame? Is
it a suicide, or is it actually an important move, maybe to distract someone? After you
learned to look at what people do, start to look at why they do it, or don't do it. Look
beyond the surface. It's not about the action, it's about the intention of the action.
This is what some people call true sight. When you get really familiar with
something, your perception changes. You no longer need to spend much
brain capacity on the trivial stuff like a minimap icon, and your brain starts
wandering off and do all kinds of amazing things. This is not crazy psycho
stuff, by the way. It happens all the time in our everyday life. Depending on your flavour
(3.2.), you will start to see different patterns for different things. It's a double-edged sword,
because you see that meaning through the filter of your experiences, which can lead to
false interpretation. Be carefull and readjust when you notice a false interpretation.
Example: When you see some of the opponent tanks, it's possible to know the location of
the other ones. Look at the types and compare it with all the other information the
player lists, common locations for certain tank types, platoons, earlier events, behaviour
of the visible tanks, informations that the opponents gathered etc. You can know where
people are and what they are doing, even when they have never been spotted.
82
83
c)
Task priorities
84
d)
Location priorities
Some locations are more important than others. But just like
task priorities, location priorities change over the course of
battle. You got your awesome sniper hill? Great!
Unfortunately nobody is showing up, so that hill just became
totally useless. You got this spot that can be defended
insanely well? Suddenly your lemming team decides to push
at this spot there goes your Spartan wet dream down the
toilet.
There is a million things that need to be considered, and they
change constantly. However, with locations it's slightly easier
than with tasks, because locations are much easier to
understand. It's easy to understand that the hill in the middle
of the map gives a strategic advantage.
But keep in mind that due to the fact that location priorities are much easier to
understand, many people will follow the subconscious urge to take that hill, or use this
spot to defend, or whatever. That means a certain degree of reliability, and that means you
can pick counter-tactics. If you know there is some Spartan-wannabe waiting for you at the
end of the street, troll him by going somewhere else. Or troll him even more and keep him
distracted with sidescraping (3.7.d)), while an ally stabs him in the back (the downfall of
every Spartan as we all know).
Location priorities are the easiest way to learn about situational awareness.
Unfortunately those locations change in almost every patch due to map changes. But
generally speaking, hills and cover are your usual suspects, especially if it allows for killing
opponent tanks while being in little danger.
Your best bet is probably watching video logs of experienced players on YouTube (A9).
Related: 5.1. Situational Awareness, 5.8.b) Reading the battleflow
85
e)
86
Our attackers have an advantage against equally distributed forces, so they should win in a
direct confrontation, which will give us both flanks. The center however is very weak and
will lose if stuck in a fight. The usefulness of this strategy becomes visible when playing the
scenario and watching the opponent choices.
If the opponent distributes equally, we
will win both flanks while keeping the
middle busy. That results in a double
flanked opponent. If our center can
keep them busy long enough, we win. If
we lose the center, the battle becomes
harder for us, but is not lost yet. The
opponent can redistribute his troops freely, because he has the center now, while our
troops are split, disadvantage for us. Overall a slightly positive balance for us.
If the opponent plays a common
denied flank, one of our flanks will win
against their weak flank. Our other
flank will lose against their strong flank.
But because we have increased troop
strength, even if not as much as the
opponent, we still should be able to
delay them for a good amount of time. And because our formation is somewhat
symmetrical, we don't care where the strong flank comes. Of course the whole thing
depends on whether we crush their weak flank fast enough or not, because it's just a
matter of time when their superior attack force will defeat our other flank. So it's more or
less 50/50. Overall, a slight advantage for us again.
And as always, if we get the mirror match, it's 50/50.
This formation is relatively strong, especially if the two strong flanks have versatile tanks
that can reposition fast to support where help is needed.
Delayed rush
This one is very easy, but requires knowledge of how the opponent forces will be
distributed. You have a few fast units, waiting until a certain time has passed, or until a
certain event occured. Then those fast units break through the hole in the opponent's
formation and do a quick strike to a vulnerable point. In WoT, this is usually a light or
medium tank that rushes through the middle of the map after tanks have gone to the
flanks, and attack artillery, or harass opponent frontlines from behind.
It's usually combined with a Denied Center.
Related: 5.1. Situational Awareness, 5.8.b) Reading the battleflow
87
f)
88
g)
Deception
89
5.9. Cookies
Yes, cookies.
With all the seriousness going on around us, don't forget to smile once in a while :)
Also, because it reminds us that everything we see is subject to our perception filters:
90
6. Outro
The above chapters cover how to handle your tank, the benefit of platoons, and what
happens on one or two meta-levels above the fighting. Despite the immense length of this
guide, it is only an introduction, comparable to studying a scientific field. It gives you a
basic set of tools and hints. The reality is too complex to talk about everything, and no
guide can replace experience.
There are lots of other, more specialized guides out there. Some of them only take a couple
minutes to understand, like Highflyers videos. Others contain dozens of pages of details
that will affect how you look at the gameplay, like Tazilons scout guide. It is up to you how
deep you want to delve into the game and how much energy you are willing to spend to
learn more.
Now go out into the World of Tanks and see what you can do!
Keep an open mind, and don't forget to have fun :)
Denolven
91
A1 Communication signals
The ingame communication system is an exellent example of good design making things
alot easier, one of the best in the world of online gaming so far. Signals provide concise
messages to handle basic communication during battle. The use of such signals is indicated
by a chat message, an audio signal, an ingame symbol floating above the target/sender,
and an ingame symbol on the minimap all at the same time. This ensures that you notice
the messages no matter where your attention is, and provides information about the
sender and the target at multiple perception levels, all while staying decent enough to not
get on your nerves. The messages are mapped to the F4-F8 keys and 'T' on your keyboard:
T
Target
F4
Defend
F5
Yes
F6
No
F7
Help
F8
Reloading
You can send the message by pressing the corresponding button on your keyboard.
Alternatively you can hold 'Y', which will open a radial menu, showing you the available
commands. Moving the mouse cursor roughly in the direction of the message you want
and releasing the Y button will then send the message. This helps people who have trouble
remembering keys (or finding them in the heat of battle), but can memorize directions.
Context
The messages are context-sensitive. That means depending on whether you hover the
mouse cursor over an ally, an opponent, or nothing, they will slightly differ to make sense.
They also change depending on which tank you are in, and in which situation you are. For
example, in non-artillery tanks T on an opponent means to request fire support on the
target. In an artillery tank it means you are currently taking aim on this target. F4 usually
means "Defend the base!", but if you hover over an ally, it means "PlayerX, fall back!".
You don't need to remember all the specific contextual messages. Just remember the
above table the commands always apply to these general meanings.
Pro Tip: Don't spam signals, and only send them when it matters. Remember to hover
over an ally if you want specific people to do specific things.
Pro Tip: The game comes with a VoIP system that allows talking to allies via microphone.
92
A2 Crew skills
Once your tank crew reaches 100% on their base skill, they can start learning special skills.
Theoretically it's possible to learn all skills in the game, but it would take so many games
that you probably won't see it happen. As a rule of thumb: the required amount of games
for the next skill doubles with each skill. So if you did 100 matches to reach 100% on the
primary skill, you'll then need another 200 matches to complete the first secondary skill,
then another 400 matches for the second, then another 800 matches for the third that
means 1500 games for a crew with three special abilities. And that's assuming you need
100 games to finish the primary skill. It gets insane really quick. Generally you can expect to
get to the second ability if you keep a tank, the third if you play that tank alot.
There are two types of abilities: skills and perks. Skills work as soon as you get them and
increase the effect gradually until reaching 100%. Perks don't have any effect until they
reach 100%.
Recommended skills
The most valuable skills are those that benefit your playstyle and role in battle, as well as
the tank you use. Usually, you simply want to lessen the effect of things that really hurt
you. If that is not applicable, think about the battle situations that you are usually in, and
which skills help in these situations. If your gun gets destroyed alot, go for Armourer. If you
lose crew alot, go for Jack of all Trades. If you have low traverse speed, go for Clutch
Braking, etc. Always try to counter the things that annoy you most.
If still in doubt, going for these is never wrong:
Role
Skills
Scout
Fighter (mobile)
Fighter (heavy)
Sniper
Artillery
If you are absolutely certain that you will play a tank for very long time and get at least
three skills, then Brothers in Arms is recommended. Otherwise don't bother. The only
exception is artillery, because you will want every single upgrade for reload time and
accuracy that you can get, and Brothers in Arms is one of them.
93
Skills:
Repair
Camouflage
Firefighting
Mentor
Recon
Clutch Breaking
Off-Road-Driving
Smooth Ride
Controlled Impact
Armourer
Situational Awareness
Relaying
This skill increases the radio range for all allies in your
range by 0.1% per training level (up to 10%).
Signal boosting
Perks:
Brothers in Arms
Sixth Sense
Eagle Eye
Preventive Maintenace
Designated Target
Deadeye
95
Safe Stowage
Adrenaline Rush
Intuition
Availability:
Everyone
Commander
Driver
Gunner
Radio Operator
Loader
96
A3 Equipment
There are several types of equipment:
1. tank modules (gun, engine, radio etc.)
2. passive equipment (camouflage net, binoculars etc.)
3. consumables (repair kit, first aid kit etc.; need to be bought anew after use)
Tank modules
Except for the guns, always get the higher upgrade. Some tanks have multiple gun options
take a close look to their statistics and make sure you use the one that fits your style best.
Just because a gun has a bigger calliber doesn't mean it's better.
Consumables
The ones you will use most are the basic first aid kit and repair kit. They are affordable and
have the biggest impact on the battle. The third item depends on the tank. If you tend to
catch fire alot, get the fire extinguisher. If you like moving and have enough credits, use
Octane/Oil to improve mobility.
Passive Equipment
This section has the biggest pool of items to choose from, and they all have their place.
There are two types: exchangable and complex. Exchangable equipment can be reequipped to other tanks. Complex equipment (marked by a golden nut) is destroyed when
you unequip it, unless you spend a small amount of gold currency. When equiping or
unequiping complex equipment, the game will give you a warning.
The only exchangable passive equipment is Camouflage Net, Binoculars and Toolbox. Due
to the high prices, we recommend buying equipment when it's on sale.
Recommended equipment
As with the crew skills, the best equipment is that wich works best for your everyday
situations. Consumables and passive equipment might be too expensive if you are
relatively new to the game, but by the time you reach tier 4/5 tanks, your income will be
high enough to think about it. If you are not sure, going for these is never wrong:
97
Role
Skills
Scout
Fighter (mobile)
Fighter (heavy)
Sniper
Artillery
Camouflage Net
Binoculars
Toolbox
Improved Ventilation
Gun-Rammer
Vertical Stabilizer
98
Coated Optics
Spall Liner
Enhanced Suspension
Additional Grousers
-9.1% ground resistance on soft ground and 4.8% ground resistance on average soil.
Cyclone Filter
99
A4 Clan Wars
(author: 1ndependence)
vBAddict
101
A6 Matchmaking
Basic concept
The matchmaker is a server-side part of the game. Its purpose is to find two equally strong
teams and put them together, in a way that is hopefully fun for everyone. It calculates the
battle value of teams and searches for combinations that have the same battle value. The
battle value of a team is the sum of individual tank battle values. The battle value of a tank
is supposedly based on its tier, adjusted by the tank type (heavy and artillery tanks get a
20% increase). But there are so many tanks with arbitrary additional modifications that
basically each tank has its own battle value.
Additional limitations
The battle value of the two teams are not the only thing that is considered. There are other
limitations that were put in to make games more interesting and fair. For example, each
team can only have a maximum of five artillery tanks, and the number of scouts is not
allowed to differ by more than one.
Those additional matchmaking rules are in place to avoid weird team setups that could
otherwise happen, like 15 artillery tanks versus 15 scout tanks.
Tiers
The matchmaker is not allowed to put tanks of very different tiers together. The allowed
deviation is +/- one tier, resulting in a maximum difference of two tiers. In most cases, a
tank can still damage a two tiers higher tank when shooting it in the side or back.
However, some light tanks have a special matchmaking, resulting in tier 5 tanks fighting tier
10 opponents. We call that scout-matchmaking. Unfortunately, those tanks cannot be
recognized. They look like any other light tank, and are spread over tiers, tech tree lines
and nations in a totally arbitrary way. If you plan on going for light tanks, make sure you ask
an experienced player how the tanks you picked are going to be matched.
Many premium tanks (the ones you can only buy with real money) get a favoured
matchmaking, so that they are never bottom list cannon fodder. But not all of them. It's
arbitrary again, so ask a veteran player or check the Wiki (A9).
When two tanks of different tier enter a game as a platoon, the higher tier is used for both.
However, this does not overwrite the battle weights. If a tier 3 and tier 5 tank platoon
enters a battle, they will both be considered tier 5 tanks and will get matched against tier 5
tanks, but the overall battleweight of both teams are still made equal. That means the lack
of battle weight is compensated, for example by giving the opponents one less top tier
tank.
102
People
First of all, and the most important part: you are playing with/against people. Now this
seems to be obvious, but I have the feeling that many people don't know what it actually
means. So let's take a closer look.
Point of view
People play games, and they do it for different reasons. Some play to kill time, some play
for competition, some play to improve, some play to troll around. There are more reasons,
but I think you get the point.
There is no right or wrong! Just different points of view. Most of them are valid, and most
of the time people make assumptions about others that simply aren't real. The point is to
accept that other people are different. Not better or worse, just different. If you start a
fight over that, there can never be a winner, because there is no objective "right" or
"wrong" in the first place.
As long as you can't accept that people are different, things will never work out. Argue
about their PoV and yours, because that allows both to improve. But if people refuse to
even listen, there is no point in arguing. Accept, and go your way.
There is a saying: Walk a while in my shoes, before you judge me.
Perception
Perception is what we see, and how we see it. Everyone walks around with a filter, nobody
can see the objective truth. That filter is determined by our experience, education, and
other influences like advertising. We see things, then we put them into boxes to keep our
personal world in order. Sometimes, things fit in none of the existing boxes, and we may
ignore it or adjust our personal world.
Now remember what I said about the point of view. Your point of view is determined by
your past, and it determines how you perceive things. Just because you "see" someone
trolling, doesn't mean he really does. Our perception is very limited, and you can safely
assume that whatever happens, you don't see everything. This is not a fault, it simply is
how we humans are made. We would become insane if we would see everything, so our
body does us the service of filtering the input, limiting it to what is important for us.
Since everyone has a different point of view (where we are/come from), everyone has a
different perception (where we look) as well. That is why we often ask others to take a look
at something when we are not sure, or when we think there is a good chance that we
missed something. Accept that none of us knows/sees everything. We can all improve
when we talk about the things we see differently. It doesn't mean you have to have the
103
same opinion. It just means to accept that there are other opinions (conclusions that are
derived from what we know and what we see).
People are never wrong
The vast majority of people is never wrong. Sure, everyone does a "wrong" decision now
and then, but that's not what I mean.
Everyone bases his decisions on what he knows, and what he sees. If a decision has to be
made, we think about the best way to do it. Sometimes that thinking happens consciously,
but most of the time it's done by our subconscious part. If you want to get a glas of water,
you don't think about moving your arm, you just do it. It has become so natural, so
intrinsic, that our conscious mind doesn't need to bother about it. Again it's a natural filter
built in humans, so we don't have to think about every tiny thing all the time. Most stuff is
done "automatically", subconsciously.
The conclusion is that whatever people do, they do it because either their consciousness,
or their unconsciousness, has decided that this is the proper thing to do in the given
situation. Now you might think "wait, I'm not programmed! I do my own decisions!" And
yes, you do. But these decisions are based on what you are, what you have experienced in
the past, and what you see. Parts of the decision making are done before you think about
it. I'm not telling you faery tales here, this is actually backed up by science.
Also, it does not mean you can be an asshole and say "oh but it's all defined in my
subconscious, I can't help it, it's not my fault!". Your decision to deliberately be an asshole
is not a subconscious decision!
The subconscious is the basis of what we do in general (that's why advertising works so
well - it influences our subconscious and we don't even notice it). The conscious part
however can change the outcome. Compared to the subconscious, it is very slow and
clumsy, but it has the power to almost completely negate the subconscious. A simple
example would be if a really hungry person asks you to share your food. Your subconscious
is most likely "fuck you, my food, I survive, not my problem if you die". But your conscious
might intervene and say "wait wait, remember that one time when you were really
hungry? Would have been cool if someone had given you food, right? Besides you are fat
anyway, it won't kill you if you give some to him."
These "voices" are just different parts of ourself, parts of what we are. So the next time
someone does something that disturbs you, try to think about how his mind looks like.
Depending on the mindset, you might have done the same, you just don't know.
There are many documented cases of criminals who never thought of being wrong. It's not
because they are stupid. It's because in that situation, from their perspective, and with
what they have seen, it was their "proper reaction".
Keep that in mind when you are arguing about something that "went wrong" in your
opinion. In most cases, there was just a missing information that would have changed the
decision. Either because the info wasn't there, or because he didn't see it. Instead of
blaming them for whatever, ask what they thought when doing it, and you might even find
104
some sense in that. Often people will even see things differently afterwards and say "now
that I think about it, that was really stupid."
It's called learning ;)
Judgement
Above I talked about how we make decisions. Now lets talk about the collision of decisions.
People have different opinions. Most times, all of them are valid to some extent. Often
enough, they are not fully compatible. If a decision has to be made, and there are too
many incompatible options, we judge.
Judging means we give certain things a certain value, and then take the option with the
better value. It also means that we deny the ones with the lower value.
Problem is, these values we apply are based on our persona, or in some cases a value
system that was agreed on or implanted by an institution usually parents. But as I said
before, none of us is perfect, and there is no absolute objectivity. Which means the values
might be total bullshit. Basically they are all made up.
And that is why everyone should be carefull with judging. Different people give different
things a different value.
There is no absolute solution to that problem, because it is caused by our human nature.
Well ok, extinguishing the humans would solve it, but most of us agree that this is not a
desirable solution. So be aware of that when judging people. Just because someone has
different values doesn't mean yours are better.
Organizing people
Now that I have done alot of talking about what people are, lets take a look at the
combination of people. When things shall be done that cannot be done by a single person,
a combination of energy of people is needed. This energy must be directed in the proper
direction. Having more sex is probably not the right way to solve the problem of lack of
food.
The abstraction of that is a task, and a tool. Several things are needed to complete a task:
the tool must not be broken
the tool must be appropriate for the task
it has to be done
If all three things are there, humans can achieve unbelievable things. Every single one is
rather weak - if we compare the capabilities of our bodies to that of other animals, we are
pretty much the bottom, except for our brain. But we managed to compensate for that by
combining forces and using our brain to adapt. That is our strength, that is how we survive.
We can adapt well, and we can combine our forces. Lets take a closer look at the above
mentioned points.
105
Broken tools
This is probably the most common reason why tasks cannot be handled. If your tool is
broken, the rest doesn't matter, because you won't be able to do the task, unless you find
another working tool.
Now what does that mean for us, the Academy people?
It means that if there are projects that shall be done, and require a combination of multiple
people, that we, the people, are the tool. And if we don't work together, nothing will
happen. Many people have good reasons to not work together with others, and that is
perfectly fine. If you want to do something that needs more than one person, you need to
find the ones that are willing to contribute.
So, in Order to be a working tool, the people have to be willing to spend energy on the
same thing, and also work together with the others. Both are important, because if one
pulls left, and the other one pulls right, not much is going to happen.
The common interest is either there, or not, that is given rather than influenced. So let's
assume we found a bunch of people who want to contribute. Now what has to be done is
making them work as a group. Usually that is accomplished in two steps:
a) the people know/learn how to work as a team
b) there is at least one leader who can direct the combined force in the right direction
If either the people are not working together, or the direction is off, the task will fail. So if
you want to do the task, make sure you got the right people. We don't blame you for
having no interest in something. It just means that we have to pick another one for the
task.
Of course we don't expect everyone/everything to work perfectly from day one. After all,
you are not here because you can do it already, but because you want to learn it (wich
means you can't do it currently). And the Academy is not perfect either our methods of
teaching can always be improved as well, so be patient with us.
Appropriate Tools
This one is easy to understand. If you want to put a nail into a wall, a fork is probably not
going to work. Usually, there is more than one tool that works. Some work better, some
worse, and most of the times only a limited amount of tools is available. If your only
available tool is a fork, then you either have to be very creative and determined, or you
won't be able to do the task. The same applies to the Academy. If you want to do
something, but there is nobody with the proper skills, then you either learn to do it
yourself with the given limitations, or you simply can't do the task.
Again, it's nothing personal. Logic dictates that if I want to have a nice guide that everyone
can understand, that I have to use proper language. If I don't have the language skill, or
someone else to help me, then I can't do it. As simple as that.
For ingame projects that means that people have to know how to drive a tank, at least on a
basic level. It is nice to have willing people, but if they don't know anything, it's not going
106
to help. That is where leadership comes into play. A good leader knows how to work with
the given tools, and how to make someone useful even if he might consider himself
useless. A bad leader limits himself (and the team) by denying options. Leadership skill is a
tool, too!
It has to be done
This is probably the second most reason why things don't work. It's not enough to have all
the needed resources (in our case people with knowledge). If you have a hammer, a nail
and a wall, that alone won't do anything. In order to complete the task, you have to
actually take the stuff and work with it.
This is so basic that many people don't even think about it. In order to create value,
someone has to work. It doesn't just happen, it has to be created. And again, if nobody is
willing or able to do that, nothing will happen.
Now remember, different people have different priorities. Don't blame them for not being
willing to do the work, they usually have valid reasons. If you are not sure about how much
effort someone is willing to put into a project, simply ask! Then try to estimate whether it
can be done. This part is usually done by the topmost leaders. The ones that keep the
whole thing running. If nobody does anything, everything falls apart.
There is a second level here. It's not just the leaders or instructors who do something, it's
also the ones who enable us to do something. In other words: our students. Even by the
simple act of asking questions, you are contributing to the Academy. Without you, we don't
exist. We would run around with nail and hammer in our hand, looking for a wall.
The fact that in order to create value, work is needed, also means that everything you see,
any value you can find, has been created by someone. I wrote this guide, Thycos set the
forum up, someone invented the computer, someone found out about electicity.
Absolutely everything that was ever made by humans, even if it's just a small thing like a
pen, was made by people who created value. That is our power as creators. It's not limited
to material things, and you don't have to be a genius to do it. If you smile at someone, and
he smiles back there you go, you just created a small amount of happyness :)
If you want to make a project work, some of that power is needed.
Resistance
One of the main principles as a teacher is: you cannot teach someone who is not willing to
learn. In many cases, people simply give a shit about it and are immune to any form of
improvement.
That's ok!
Keep in mind that not everyone plays for the same reasons. People don't care about
improvement for the same reason they don't care about running marathons, or studying
physics, or being nice to everyone, or becoming a chess master. There are a million things
we simply don't care about. Only a very small amount of things is so important to us that
107
we spend our energy on it. And for different people, these things are different. I can't
blame someone for being a longtime noob in a game, just like I cannot blame myself for
being a longtime noob in astrophysics. Once you understand that, it seems so pointless to
rage about it.
If someone seems totally resistant, don't try to force him. It will only make it worse. Some
people need a little push here and there, so it's more a reading skill I guess. But generally, if
you invite people, that works alot better than pushing them.
Why things don't work
There are two kinds of "not working". The basic one is often assumed, but rarely the case.
It's the intrisic one that is caused by the system you are in. If you want to combine fire and
water, you might find that a bit difficult. Or water and oil, light and shadow, some people
even say women and cars.
Sometimes, it really doesn't work because of systemical incompatibility. But the amount of
things that are truly impossible to combine is relatively small. Which leads us to the second
kind of "not working": the human factor.
Most of the problems we have are caused by ourselves. Almost anything can be done, if
enough resources (including skill) and determination is there. And most of our problems
can be identified and solved rather easilly.
For most incompatibility problems there are adapters, or other ways to make it work.
Magnesium torches burn quite well under water, soap lets us combine oil and water, and
science found out that women actually have less car accidents than men. Things usually are
not black or white, but somewhere in between. They might just look black or white from
our point of view, until we understand more of the picture.
BUT, and that's a big but, you have to look for it. And that means work in many cases. And
we already talked about why people do or do not work.
The list why things fail is as endless and colorfull as humans are, because we are the cause.
Most of them boil down to a combination of these on any amount of people:
The biggest field of reasons why things fail is probably a combination of the lack of skill, the
ignorance to try it anyway, and the urge to say "you are wrong, I am right". People often
don't know how to compensate for human weaknesses, or aren't even aware of them.
Communication skills, or rather the lack of them, is especially troublesome. That is one
reason why our instructors teach communication, at least in the context of WoT. Because
good communication can solve or weaken many problems. Talking about different points of
view allows us to improve.
108
Epilogue
Now that was another wall of text, wasn't it. I hope it wasn't useless. Not much to say, but I
want to remind you of one simple thing:
It's not about "who is to blame?", it's about "(How) Can we compensate for our
weaknesses and do better?".
As different as we all are, at the human level we are still all the same.
109
Locastans Enhanced HD
Minimaps
Another popular group is crosshair mods. If you think there aren't enough ingame options
for that, you can find alot of crazy stuff out there.
J1mB0's Crosshair Mod
http://forum.worldoftanks.e
u/index.php?/topic/56831091-j1mb0s-crosshair-modxvm-config/
110
WOTINFO
Tank Inspector
World
of
Tanks http://www.youtube.com/channel Official WoT YouTube channel,
YouTube channel
/UC1h424KQY-jGGQe3inlqfiA
check
out
the
playlists
"Mechanics"
and
"Tank
Academy".
People explaining stuff
Mighty Jingles
Highflyer
SideStrafe
QuickyBaby
TheFochYou
PandyCol
Circon
http://www.twitch.tv/circon
http://www.sgta-clan.com/
SGTA stuff
Website
112