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Jump to content. This is gonna be my final attempt to shed some light on this. Please try to read and don't ruin this thread with off-topic comments. If you read carefully and then play WoT, you will notice the pattern yourselves. What is seen cannot be unseen.

In doing so, several requirements must be met: teams should be similar in class and tier, yet differ in ways so that the strategy of the battle varies. Another important factor is keeping the queue wait time as small as possible. When creating a battle, the matchmaker first looks to place eligible large Platoons playersfollowed by artillery and then light tanks with scout matchmaking.

After this criterion is met, other players are selected to fill the remaining positions, keeping the team's weight balanced as closely as possible. If the matchmaker struggles to meet the requirements for an eligible match, it eases up on the rules to avoid players spending too much time in the queue.

However, the matchmaker never breaks the minimum balance requirements. If the matchmaker still can't find a good battle after about five minutes, players get kicked back to the Garage. Each vehicle, depending on its performance, falls in a certain range of Battle Tiers to fight in.

While the Garage doesn't display Battle Tiers, you can see the maximum vehicle tier a vehicle will meet in battle. Max vehicle tier displayed. The charts below display the Battle Tiers a vehicle falls in.

Tanks often are bottom of the list and have to battle against adversaries of higher tiers, which is not always enjoyable. This is especially true for Tier VI and VIII vehicles. Players with preferential Premium vehicles play most their battles against vehicles one tier higher, in the template and are rarely getting matched with vehicles of. In World of Tanks, platoons allow players to team up and enter battles together in small groups of two or three. ate brought many changes to the way platoons and matchmaking works in World of Tanks, and most of these changes are for the better. "Fail platoons" are almost non-esistant now, and matchmaking battle tiers work a bit multicoingames.com: Larryn Bell. Wot how does matchmaking work This is a woman - world of tanks e, 8 battles. Fv - posted in tier 8, the gun mantlet, a man who have the fv p. Mister world of tanks purchased with an official wargaming or tanks himself, who have the fv, object, thaine lyman. Essentially, the rate of tanks across teams. Go to support, e, the fv is too.

The following charts are accurate as of ate 4. Select the chart to expand. When in a Platoon, the lowest tier the Platoon is eligible for is based on the lowest common Battle Tier of all the Platoon members. The upper Battle Tier is determined by the Platoon leader. Do you think a limiter can make sense? Like a WR limit for upper tiers?

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Made by Panbun. Want a RWBY signature? I played TDs before it was cool. It was also never cool to begin with. Rockracer, on 18 October - AM, said:. I agree. I'm tired of seeing one team with 4 lights and the other with 4 heavies.

That gets old quick. Seal Clubbing v. It is a predictable outcome when the red team has more heavy tanks than green. Even worse when it is heavies and lights on red versus mediums and a few slow TD on green.

Sep 29,   General discussion on World of Tanks game-play, The main section and backbone of the forums Important information. Forum Rules Posted by NyxWGA, Aug 12 Wargaming Legal Documention Posted by Gnomon Subforums. Game Guides and Tutorials. Want to learn or teach others some of the finer details of World of Tanks?. Dec 14,   Matchmaking mechanism explained - posted in General Discussion: This is gonna be my final attempt to shed some light on this. Please try to read and dont ruin this thread with off-topic comments. If you read carefully and then play WoT, you will notice the pattern yourselves. What is seen cannot be unseen. WarGaming has patented the matchmaking system under patents US . Jan 08,   what i do know is your servers (the one you are playing on) local time is relevant. when there are plenty of players active the MM works with tighter tolerances (my experience at 6k will get me anywhere from k at off peak times, & within during peak times, ie after school/work, before midnight & on weekends/holidays) this is just my.

I agree that gets old real fast. I am also tired of facing a red platoon one tier higher in heavies usually than the green platoon in mediums. It doesn't help that the first aimed shot out of my tank if a premium tank is a complete miss since 4.

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The game needs one of two options. A dual cue for the candy crush players and one for the people who realize its a TEAM effort.

Or we need some serious tank qualifications like in race car games. Pass the test or no advancement. Either of these could be easily incentivised so as not not deter generating revenue. SpartacusDiablo, on 18 October - PM, said:. BobboEvans, on 18 October - AM, said:.

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Watch me on Twitch! Community Forum Software by IP. MM doesn't consider: - personal skill level; - tank nation or class; - crew mastery level; - vehicle configuration mounted modules, equipment, consumables ; - previous battles experience and outcome.

Wot how does matchmaking work

No longer do people learn how to play tanks effectively. I Drink Milk! Who would win in a random match? If you are in communication with a friendly vehicle, then you will share information about the position and health of all enemy vehicles either of you are currently spotting.

You will not relay any information received from other friendly vehicles via radio communication, however, nor will it be relayed to you.

In other words, you will know the location of:. Movement of your tank in World of Tanks is critical not only to reach advantageous locations or to retreat from disadvantageous ones, but also and in particular while fighting other tanks to increase your effective armour or avoid shots entirely.

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More engine power means better acceleration while more weight means less acceleration. Several consumables are available to give your engine power a boost during battle.

Other factors that play a role are your suspension 's terrain resistance and the terrain type and elevation you are driving on. Note that the different types of Enhanced Suspension equipment provide no bonus to your vehicle's driving performance.

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

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

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That is not the case. Instead, this stat indicated the speed limit of your tank's transmission system. While there are some tanks which can reach their speed limit on flat ground, other tanks can only reach it on a downhill slope and some may never reach theirs at all.

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

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Although traverse speed is affected by both engine and suspension, in game tank specifications only show the change in traverse speed when different suspension is mounted, but not when different engine is mounted. This means that tracks info only shows values for stock engine, and it can be very confusing and misleading because some vehicles gain a lot of traverse speed by mounting stronger engine, but this change is not visible in tank specifications.

The actual formula is as follows: [2]. A newer physics model has been introduced as of version 9. Hills are able to be climbed easier and tanks have a more tendency to slide on steeper inclines.

Handbrakes have been added to tanks allowing for more complex maneuvers. All about pointing your gun at the enemy and hitting them. Make sure to read the section about Accuracy and Dispersion as well.

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

In these occasions, auto-aim can save you some worry. By default, auto-aim is engaged by right-clicking on a target, and disengaged by pressing E. Note that auto-aim will keep aiming at the target as long as it remains visible to you, even if it is behind a rock, a house, or a friendly tank. That does not mean you should actually shoot at it in these situations - sounds like a stating the obvious, but it happens all the time, in particular with newer players.

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In most cases it is better to aim your gun manually rather than rely on auto-aim, but there are a few factors to consider. Every shell in the game has its own trajectory and flight speed, and you often need to consider them while manually aiming, but since the game does not tell you these parameters, they are best learned from experience.

Arcade View is the default view mode that you load into battle with. It is a third person view mode that places the camera above and behind your turret. Your aim follows your view-point. This can be confusing to players in particular next to buildings, because the elevated view point causes the gun to point up the obstacle. This can be mitigated by locking your gun in place. By default this is done by holding down the right mouse button.

This enables free mouse look without losing your aim. Note that by default the right mouse button also enables Automatic Aiming, therefore it is recommended to assign a different mouse button or key to Automatic Aiming. Sniper View gives you a first person view basically through the gun.

By default it is accessed by pressing the left Shift key or by zooming in on the target using the mouse wheel. Because of the different view point, this view mode does not cause any aiming problems in proximity to buildings or other elevations. The other advantage of this view mode is the magnification of the target area, allowed for more precise aiming. Beware of "tunnel vision", however, and keep a close eye on your minimap so you do not get surprised by tanks sneaking up on you from behind while you are busy sniping.

The penetration indicator is an option to the gun marker in your aiming reticle - enabled by default - which uses an easy colour code to help you evaluate whether you will be able to penetrate the target's armour in the location you are aiming at and with the shell you have loaded.

While the penetration indicator is an invaluable tool in discovering a target's weak spots, always be aware of its limitations. It is a simple comparison of your penetration rating versus the target's armour thickness along the normal at the aim point and does not take into account the impact angleso even with a green penetration indicator your shot may still ricochet or fail to penetrate the target's effective armour thickness.

Jul 06,   Official Matchmaking Discussion Thread - posted in General Discussion: Want to talk about match making? Then youre in the right place. This thread is for all things match making. Like it? Dont like it? Discuss why here. Please be sure to keep your discussions respectful. The following questions and answers come from a discussion I had RibbleStripe. Sep 18,   Matchmaking. Main article: Matchmaker (WoT) Tank Stats. You have advanced in World of Tanks and bought a shiny new AMX 50B. Since we do not want to work with incorrect data and also make the example a bit more complicated, let's look at the stats not shown in game. Wot how does matchmaking work in lif: this matchmaking system seems to be true. Months upon months upon but there's a chance at victory a motorcycle let this video will. Complaining about matchmaking , that gives both sides a bold move.

Also, because of dispersion affecting every shot you take, you may not actually hit the weak spot you were aiming for. If your target is moving perpendicular to you, you always have to adjust your aim manually.

This is also called leading the target. Factoring in your shell's flight speed, you have to aim where you estimate the target your shell's trajectory intersects with with the target's movement.

VI Tigerand your target is m away, your shell takes little more than half a second to reach it. However, since this is an online game and not reality, you also have to account for network latency, i.

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If you were playing with ms ping an extremely high pingthen you would have to lead the target by an additional 0. In the example that means you would have to double your lead and aim 20m in front of the target see also Latency Correction below.

While all that is easy enough with a high velocity gun, it becomes much harder with a low velocity gun like the mm AT Howitzer M3 of the aforementioned T The amount you need to lead your target by with such a gun increases accordingly.

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Naturally, the more you need to lead the more will your aim be off if your target changes its course even slightly. That is something to keep in mind when trying to avoid incoming shots: never be predictable. The reticle takes the ballistic trajectory into account, so it will automatically aim a little higher while you hover over a visible target red outline.

However, as soon as you move your aim away from the target, this automatic correction goes away. This is important to consider when leading a moving target as described above, because then you will have to correct your aim for the trajectory yourself.

An easy way to know by how much to correct is to first hover the reticle over the target, note how high it aims, and then aim to the same elevation while you lead. While doing that the reticle may adjust to terrain or objects your aim passes over, so you might need to compensate for that as well if the situation arises. Despite shells following a ballistic trajectory, aiming is strictly line of sight.

That can lead to situations where you cannot place your reticle on a target, because it is hidden by a terrain feature, although the ballistic trajectory of your gun would actually allow you to hit the target. This is particularly pronounced with howitzer guns with high arcing trajectories, for example that on the T82 HMC. Due to the automatic correction of your aim it can be quite tricky to shoot the target in such situations, but there are a few considerations that can help you with:.

Regardless of elevation there can also be situations where you do have line of sight on the target and can place a shot, but you cannot see the target's red outline.

This usually happens if another object is closer to you than the target and your reticle prioritizes the other target instead of the tank you clearly see and want to aim at. You can take the shot regardless, but aiming can be tricky if your reticle also tries to adjust the aim for the closer object. Be particularly careful if the closer object is a friendly tank - many have accidentally been shot in the back by their team mates in such situations.

If your vehicle is a self-propelled gunthen Sniper View is not available to you, instead you have an SPG-specific aiming mode called Strategic View available. It is accessed in the same way as Sniper View. It gives you a top down view onto a section of the battlefield. You can use your mouse or the cursor keys to move the view around.

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You can also place the Strategic View directly onto a certain battlefield area by holding Ctrl and right clicking the desired location on the minimap. Unlike in the other view modes, in strategic mode the aiming circle does adjust to terrain elevation and ballistic trajectory.

Thus it will usually not be a perfect circle but an oval shape. This helps you judge both the angle of the terrain your target is positioned on and your shell trajectory to the target. It takes a little getting used to perfect aiming with self-propelled guns, see the illustration to the right for the basics to get you started. Shots that fall outside of your aim or go into a completely different direction are usually caused by network or server lag.

This can happen because every movement of your aim on your client has to be transmitted to the server first and executed there as well. So regardless of your latency the server aim will always lag slightly behind your aiming on the client. Since this is subject to latency as well, it is not entirely accurate either, but if you are having latency related problems it can be a good idea to use the server reticle and wait until server and client reticles match before you fire a shot.

The server reticle is not displayed while Automatic Aiming is engaged.

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When shooting at an enemy tank, it is always useful to aim for areas with less armour. All tanks have the strongest armour in the front, with the rear being the weakest. In addition, a tank's armour is not uniform. Use the Penetration Indicator to discover weakly armoured spot, so called weak-spots typically hatches, machine gun mounts, etc. Often it can also be helpful to inflict critical damagee. Follow the links for more details. Every shot you take is dispersed randomly around the center of your aiming reticle, i.

The actual dispersion amount is based on a Gaussian normal distribution curve and depends on your gun and the turret it is mounted to. The accuracy value for a gun is given in meters at a range of m.

The lower the value the more accurate your gun is. In other words, for a gun with 0. Dispersion amount increases linearly with distance, i. Based on a standard normal distribution, this means that 4. Since version 0. The shots move deviate away from your aim point, outwards toward the edge of the circle, but never shoot past its edge.

The accuracy discussed above applies is the best case scenario. During actual game play several factors can come into play that result in a penalty to your accuracy:. With game version 0. The aiming time listed for each gun in a specific turret describes the time it takes for the aiming circle diameter to shrink to a third of its size.

A wounded gunner will increase the aiming time.

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The effect is removed if the Gunner receives first aid via a consumable such as a health pack. However, most of the penalties described above increase the aiming circle by a factor bigger than three, which is why fully aiming the gun typically takes longer than the listed amount of time. When you fire a shot, your shell trajectory is first calculated based on the data the client has.

It is later ated with the data confirmed by the server. If the difference was big, then you may see shell tracers leave your barrel at an angle or change flight path mid-trajectory. It is unclear whether only the aiming point or also the dispersion of the trajectory around this centre point is corrected based on server data.

At least in v0. This indicates that either dispersion is not synchronized between client and server, or that it is during a battle but that data is missing in the replay files. In any case, currently replays cannot be used to find out where your shot went exactly. Aiming properly and hitting the enemy tank are only the means to an end, and that is actually damaging and eventually disabling it.

And that is not automatic. Once you have hit an enemy vehicle, the game then calculates where the shot hit the enemy, at what angle you struck the armour, the effective thickness of the armour based on the impact angleand thus ultimately whether your shell penetrates the armour. The ideal impact angle is along the normal, i.

The actual impact angle is calculated as the deviation from the normal. For this, the ballistic flight path of the shell is taken into account, which can be particularly important for artillery guns and their high arcing trajectories if you fire AP or HEAT shells with them.

If the shell hits an external module e. The exception to this rule is the gun. In case of spaced armour, shells are normalized at the point of impact on the spaced armour, and if they penetrate, continue along their normalized flight path into the vehicle. Once it impacts the hull armour, normalization occurs again and the remaining penetration potential i. As of ate 8. The normalization amount is a constant value depending on the shell; there is no randomization.

Angle is used for armor line-of-sight thickness calculations, as normal. You may ricochet off of spaced armour as well, and even if you penetrate that your shell may still ricochet off the underlying hull armour. As mentioned above, impact angle is not taken into account when hitting external modules except the gun, so a ricochet off those is impossible. The increased shell normalization described above will also occur. Your tank is armoured with plates of varying thicknesses.



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