I am sure that every computer tanker really wants to know everything about the mechanics of spotting, the exact numbers and bonuses from the crew or the use of camouflage.

The player's understanding of what position his tank is in is very important, because one wrong action can lead to some pretty dire situations. Especially when the enemy knows all the intricacies of this matter and can quickly get his bearings and get into the bushes on some tank destroyer.

One of the most important indicators of various self-propelled guns, armored fighting vehicles and IT is stealth factor. The higher the indicator, the less likely it is that your car will be detected. Interesting fact: the VBL, a level 6 armored fighting vehicle, has the highest stealth coefficient. Artillery and have the lowest coefficient in the game (on average for self-propelled guns ~0.02, for MBTs ~0.05).

But do not forget that these indicators can be increased through the use of the skills of the commander and crew, as well as the use of camouflage. The orange circle on the mini-map is the maximum detection circle for your equipment. That is, if you are illuminated, then the enemy who illuminated you is within the limit of this circle. The dynamic change in the stealth coefficient in battle, which I will discuss below, can be observed through the stealth scale or through a special indicator that shows from which side you are most difficult to detect.

The next important indicator in the game is viewing radius. This is the distance at which your vehicle can detect enemy vehicles. Basically, lightly armored vehicles have the greatest visibility - tank destroyers (IT), light tanks (LT) and armored combat vehicles (AFV). And, unfortunately, MBTs and . But this is compensated by the presence of armor in one, and complete isolation from enemies in the other. The white circle on the mini-map is your maximum view.


The maximum distance at which you can see allied and enemy vehicles is 840 meters, but the absolute maximum detection range is 534 meters. Of course, at the expense of the commander, crew and modules, it is possible to accelerate the detection range, but this will only suppress the camouflage and skill bonus of enemy vehicles, and this parameter will remain 534 meters. If you are within the range from 534 to 840 meters, then there is still a chance of detection of your equipment under certain circumstances, which I will now talk about.

Your stealth decreases if you start shooting, driving, or shooting and driving, and the larger the caliber of the vehicle, the greater the decrease in stealth will be. The smallest penalty will be from firing from a small-caliber automatic gun. There will also be a fairly large reduction in stealth when using . But what will increase our stealth? I think most people are already familiar with the bonuses from bushes and treetops, but I'll go into more detail about that.

Every bush, if you adhere to the “15 meters” rule, will bring you ~+0.2 to the stealth coefficient, but, unfortunately, the maximum increase is ~+0.6 to stealth. Everyone's favorite light indicator from patch 0.11 now appears exactly from the moment it is detected until the moment you are no longer visible.

But the way out of the light is also divided into several phases: turning off the top indicator, turning off the red silhouette and the complete loss of the tank. But how to get out of the light? You are required to hide your entire vehicle model from enemy view, thereby maximizing your stealth factor. You can completely hide behind some obstacle, behind bushes, or move beyond the enemy’s line of sight.

Also, one of the most important features of this system is a certain gentle moment: if a car starts shooting at you, then you will be able to see both it and its silhouette for 3 seconds, thereby protecting yourself.

As a result, we have a very interesting and innovative lighting system with its own characteristics, which I talked about. It is very important that players know this and know how to use it directly in battle, and not get lost. Happy fighting!

Lighting up the enemy in World of Tanks is one of the fundamental mechanics of the game. Moreover, there is a whole class of equipment focused on performing this task - light tanks (LT), also called “fireflies”. However, not many players know how to correctly shine on the LT, despite the fact that a skillful firefly in the right place is able to decide the outcome of the battle with its actions. In this article we will tell you everything you need to know about the mechanics of spotting in World of Tanks.

What is light and why is it so important

The World of Tanks game is designed in such a way that you cannot see enemy tanks until they are within the field of view of at least one of your allies. When this happens, the enemy tank appears out of nowhere. This is called flare. The word “light” itself has several meanings in gaming slang:

  • The process of exposure when the player is engaged in detecting opponents. Example: “Give me some light!” - detect opponents;
  • The collective designation of the LT in the team. Example: “Our world is completely bottom!” - our light tanks do a poor job of detecting the enemy.

It is very important to detect the enemy as quickly as possible and keep him in continuous coverage. This always gives an additional advantage - you know who is where and can plan your tactics based on this information. In addition, when allies take the right positions, they can shoot the enemy you have spotted with impunity, while remaining out of reach. This is especially true for open and partially open maps, such as Prokhorovka, Malinovka, Highway, Sandy River, El Halluf, Steppes, Live Oaks, Westfield. On the first two maps, the role of correct coverage is the highest - one competent LT can radically change the course of the battle and tip the balance in favor of his team.

However, lately there has been a tendency for developers to dig up maps, adding more shelters, uneven terrain, and making them more “corridor-like”, which reduces the role of tanks in battle. However, fireflies are still an important class that brings great benefits to allies.

How does flare happen?

Any tank in the World of Tanks game has observation and dimensional points:

Observation points are responsible for detecting the enemy. There are two of them - at the top of the turret/wheelhouse and at the base of the gun barrel. Conditional invisible rays periodically emanate from them. When rays from observation points intersect with dimensional points on an enemy vehicle, it appears in the flare, but only if its current camouflage coefficient is low enough. The rays are sent in all directions simultaneously, but their frequency depends on the distance to which they must reach:

  • up to 50 meters - once every 0.1 seconds
  • up to 150 meters - once every 0.5 seconds
  • up to 270 meters - once every 1.0 seconds
  • up to 445 meters - once every 2.0 seconds

Thus, detection checks at a distance of 50 m from the tank are performed 20 times more often than at a distance from 270 to 445 meters (the figure of 445 m is the maximum detection range limited by the game engine). These figures explain the sometimes unpleasant situations when a tank does not appear in the light immediately after turning a corner or being fired.

Sometimes in the characteristics of the equipment in the hangar you can see that the calculated visibility exceeds 445 meters. This means that with further increase in visibility, the detection rate of camouflaged tanks increases.

In what situations can a tank not be illuminated:

  • If it is behind an obstacle, such as a fold of terrain, a building or a large stone. It is worth noting that the bodies of other vehicles are not an obstacle to detection beams. Thus, even if you completely hide behind an ally’s tank, you will still be exposed;
  • If he is at a distance of 445 meters or more from the nearest enemy.

In what situations is the chance of exposure minimal:

  • If the camouflage coefficient of a given technique is too high to be detected by the enemy. Many vehicles, such as LT and some tank destroyers like the E 25 or Hellcat, have such a high camouflage coefficient that, being equipped with a camouflage net, standing motionless in the bushes and not shooting, they do not shine almost point-blank;
  • If the tank is on the edge of someone's field of view, the camouflage coefficient reduces the distance at which the vehicle can be detected.

Of course, in World of Tanks you can light up the enemy using any vehicle, even artillery, but, as was said at the beginning of the article, there is a class of light tanks designed for this task. This is expressed in the fact that LTs, as a rule, have a large field of view and a high camouflage coefficient, regardless of whether they are standing or moving; fireflies are also mobile and small-sized.

There are two lighting tactics - active and passive. Let's look at them separately.

Active "light"

It is a continuous movement around the map at high speed, moving from one position to another. The point of this method is that the firefly keeps opponents in constant light, periodically appearing in one place or another, while it is necessary to constantly maneuver and hide behind uneven terrain. If all this is done correctly, then it will be extremely difficult to destroy you: getting into an LT flying at full speed and wobbling is a very non-trivial task. Also, when playing active “light”, you must always be in the center of events and not waste time - the longer the enemy is in the light, the better for your team.

Perhaps the most suitable map for such tactics is Prokhorovka, due to the characteristics of its landscape.

Passive "light"

It consists in the fact that the firefly stands in a bush and, being invisible, illuminates the entire surrounding space. Here the player will need the following:

  • Know the map and typical directions of movement of opponents;
  • Know where the “cheat” bushes are that provide a good view. If you take the wrong position, you will be completely useless to your team. You can find out the location of such bushes from numerous specialized guides;
  • Do not shoot under any circumstances - during a shot the camouflage coefficient is significantly reduced and you can easily be exposed;
  • Carefully monitor the game situation - sometimes opponents can move in a crowd in a completely unexpected direction, and then standing even in the most advantageously located bush may turn out to be a pointless exercise;
  • Always be prepared to retreat - if you yourself are suddenly exposed, then every second of delay can cost you your life.
  • Make sure that the range of your radio station is enough to communicate with your allies, because that is what it is needed to transmit intelligence data. This is especially true for low-level machines.

Necessary equipment and gear

  • Stereo tube - gives +25% percent to the viewing range if the tank is standing still, turns on three seconds after stopping. Suitable for passive "light".
  • Coated optics - increases visibility by 10%, is permanent. For those who prefer active “light”.
  • Camouflage net - for passive “light”, so that your tank standing in the bushes is more difficult to detect;
  • Camouflage - adds 5% to the camouflage coefficient of armored vehicles;
  • Improved ventilation - affects many parameters of the tank, one of which is visibility;
  • If desired, instead of a fire extinguisher, you can equip your LT with an additional ration or other appropriate national consumables. Increases visibility as well as improved ventilation.

How to upgrade your crew

First of all, your crew's primary skill must be 100%. Of all the skills, the following are especially necessary for a firefly:

  • Camouflage - for LT it is pumped up first of all along with the “Sixth Sense” of the commander;
  • Combat Brotherhood - increases most of the crew’s parameters, including visibility;
  • “Eagle Eye” for the commander and “Radio Interception” for the radio operator provide a slight bonus to visibility.

In the end, it should be noted that backlighting is always economically profitable, because for damage caused by your illumination you receive credits and experience, and you do not need to spend money on shells.

Tank camouflage is one of the key mechanics of the World of tanks game, some use it successfully, almost everyone scolds it, and only a few understand how it works. We decided to fill this gap and tell the whole truth about camouflage, the features of its work, its correct use and some interesting facts.

Camouflage, its role and significance in the game

Camouflage is the ability of a tank to remain invisible to the enemy team’s equipment. However, camouflage does not exist on its own, but is an integral part of the game's “look-and-camouflage” mechanics. The eternal struggle between vision and camouflage is one of the fundamentals of gameplay, which has the greatest impact on the player’s actions and often determines the outcome of the battle. Knowledge and skillful use of camouflage and vision is a prerequisite for successful play and increasing your winning percentage.

Basic concepts of camouflage

Before talking about how camouflage works, you should understand the basic terms.

Camouflage coefficient (stealth coefficient). This is a value that shows the ability of a technique to be invisible. It is calculated based on the base camouflage coefficient and other coefficients - from a shot, when moving, in the presence of camouflage and camouflage net, from the presence of bushes/trees, from the degree of proficiency of the crew in the “Camouflage” skill.

Basic camouflage coefficient (invisibility). The degree of stealth of a tank without taking into account additional factors. This coefficient is unique for each tank in the game, and its exact value is not disclosed by the developers. However, thanks to the work of enthusiasts, we know more or less accurate basic stealth coefficients, which allows us to make calculations.

"X-ray" or minimum detection range. A constant value equal to 50 meters, at which a tank is necessarily detected, regardless of the presence of obstacles and bushes.

Detection range. The distance at which that particular tank can detect an enemy tank. The maximum detection range is 445 meters. The detection range and visibility of a tank should not be confused: visibility is the distance over which the “sight rays” extend from the tank; detection range is the distance at which “exposure” can occur; to calculate this distance, the tank’s visibility and camouflage coefficient are used, taking into account all additional factors.

Visibility range- this is the maximum distance at which tanks, both allies and enemies, can be visible when detected by them. The game mechanics limit the visibility range to a radius 564 meters around the tank.

Viewpoints. Points on the tank from which conditional “vision rays” emanate. Each tank has two viewing points: one at the base of the barrel (on the gun mantlet), the second above the geometric center of the tank, on a plane resting on the highest point of the tank. The first observation point is dynamic, it rotates along with the turret (in turretless vehicles, of course, it is almost motionless), the second point is always in its place.

Dimensional points. Points on the tank to which the distance from observation points of enemy tanks is calculated. Dimensional points are located in the geometric centers of the planes of a conventional parallelepiped into which the tank is inscribed without taking into account the gun. Another additional dimensional point is located at the base of the trunk and coincides with the observation point located there. Tanks have a complex configuration, so the dimensional points most often do not lie on the tank itself, but seem to float in the air. On the one hand, this greatly simplifies the calculations (since for the program all tanks are simply parallelepipeds), and on the other hand, it introduces some confusion and confusion, since players under the “overall points” mistakenly take the extreme points on the hull and gun of the tank, which completely untrue.

Now, armed with the necessary knowledge, you can understand how camouflage works.

Mechanics of camouflage and vision

The mechanics of camouflage and vision generally boil down to the following. For each tank, “vision rays” emerge from observation points with a certain periodicity, directed in all directions. If the “vision rays” reach the overall points of the enemy tank, the detection process starts - the program, based on the current camouflage coefficient, calculates the detection range of the tank, and if it lies within the range of vision, then “lighting” occurs. If the detection range is less than the overview, then the enemy tank remains invisible.

Detection checks are carried out at intervals that depend on the distance to the intended targets:

  • “X-ray” up to 50 meters – 10 times per second
  • Up to 150 meters – 2 times per second;
  • Up to 270 meters – once every 1 second;
  • Up to 445 meters – once every 2 seconds.

Moreover, when checking, “view rays” are not sent by two viewing points at once, but in turn. “View rays” do not pass through obstacles (except in the case of “X-rays”; tanks are also “transparent”), therefore, to “expose” one should move the point of view from behind the obstacle, that is, briefly drive out from behind it.

The combination of these factors often creates confusion in the game, especially for tanks whose vantage points are separated by a significant distance (usually tank destroyers). When driving out from behind an obstacle, you can detect an enemy tank with a vantage point at the base of the barrel, but the next time you drive out, the point above the tank will work and the enemy will not be detected.

When detected once, the tank remains visible for 5 - 10 seconds, this time is determined randomly. If the crew of the illuminated tank has leveled up the “Venedictive” and “Ultimate Strength” skills, then the duration of the exposure increases by 2 seconds.

This is how camouflage works in the general case, but in game conditions several additional factors intervene in this mechanics, which can completely change the whole picture. But before we consider all the camouflage factors in detail, we should understand how detection testing occurs.

How camouflage and detection are calculated

The basis of everything is the stealth coefficient, unique for each tank, it is used in the formula for calculating the detection distance (range):

Here RO is the detection distance, “Overview” is the overview of the observer tank (50 is the minimum detection distance), kn is the final camouflage coefficient, which takes into account all factors and bonuses (camouflage, crew skill, additional equipment, etc.).

Using this formula, we can calculate that the Soviet heavy tank IS-3 with a basic visibility of 330 meters will be able to see the German tank destroyer E 25 (camouflage coefficient 25% without camouflage and other bonuses) at a distance of 260 meters, and the E 25 with a basic visibility of 360 meters will be noticed by the IS-3 (camouflage coefficient is slightly less than 7%) at a distance of 338 meters - this is more than the basic overview of the heavy beam! Now it’s clear why these small fleas bite so painfully and don’t light up.

However, this is how things are in an open field, without bushes, camouflages and the skills of crew members. In reality, everything is a little more complicated.

Constant and dynamic camouflage changes

Conditionally permanent changes in camouflage (bonuses) include those that do not change in any way during one battle. Among them:

  • The presence of camouflage - an increase in the stealth coefficient for tank destroyers and self-propelled guns - 2%, for light tanks and tank destroyers - 3%, for tank destroyers - 4%. This bonus also works when the tank is moving;
  • Turret type – some tanks have stock and top-end turrets with different camouflage coefficients, but there are not too many of these vehicles;
  • The presence of the crew perk “Camouflage” - depending on the number of crew members who have this skill and the level of proficiency in the skill, increases the overall stealth coefficient of the vehicle by 1.79 ... 1.98 times (that is, acts as a multiplier). It is interesting that this skill remains even if the crew members who possess it are shell-shocked.

Dynamic changes include those that change during one battle:

  • Movement - when moving, the stealth coefficient drops, and it varies for different classes of vehicles: for level I and II tanks - up to 75% of the base value, for tanks of level III and higher - it does not decrease. That is, all light tanks above level II are equally invisible while standing and on the move. For ST - up to 75% of the base value, for tank destroyers - up to 60%, for tank destroyers and self-propelled guns - up to 50%. By the way, movement is considered not only to change the coordinates of the tank over time, but also to two special cases - the rotation of the tracks when the tank hits an obstacle, and the jolts of a stationary tank to allied vehicles;
  • The moment of the shot - gives the maximum reduction in the stealth coefficient, the drop in stealth is individual for each weapon and averages 3 - 5 times;
  • Vegetation on the line of sight between tanks - bushes and trees - gives an increase to the tank's stealth coefficient from 8% (some trees) to 50% (large bushes). Moreover, fallen and standing trees provide the same percentage of camouflage;
  • The presence of a camouflage network - an increase in the coefficient for TT and self-propelled guns - 5%, for tank destroyers and tank destroyers - 10%, for tank destroyers - 15%. This bonus is reset when the tank moves and starts working 3 seconds after stopping.

It is necessary to say more about the vegetation, since there are several interesting points here.

Firstly, camouflage is provided only by those bushes and trees that are located on the line of sight between the observed tank and the observer tank (more precisely, here we are talking about the line of sight between the observation and overall points of the tank).

Secondly, when fired, all bushes at a distance of 15 meters, located along the line of sight to the observer tank, lose camouflage depending on the gun coefficient. Moreover, unmasking occurs only in relation to the tank that fired; if there are other vehicles nearby and do not shoot, for them the camouflage remains unchanged. Bushes located further than 15 meters retain their properties - experienced players take advantage of this fact.

Finally, thirdly, to successfully camouflage a tank, you don’t need to hide it all in the bushes - it’s enough to make the overall points invisible. The camouflage is not at all affected by a protruding gun or a roller of one track - there are no clearance points here, and this tank remains invisible to the observer.

Now we can look in more detail at the example of a meeting between the IS-3 and E 25. Let our anti-tank vehicle have camouflage and a crew with a 100% “Camouflage” perk, and stand in a large bush with 50% camouflage - in this case, the enemy is on the IS- 3 will detect it from a distance of only 50 meters (in fact, the heavy beam can only X-ray the “flea”!), when fired, this distance increases to 250 meters. And if the E 25 stands 15 meters from the bush, then it will be able to shoot with impunity from a distance of 150 meters!

So all the factors that most players do not pay enough attention to play a very important role in the game and can affect the outcome of the battle. But we will talk about measures to increase camouflage in another article.

Myths and famous bugs about camouflage

In conclusion, let's remember a few bugs and common myths related to camouflage and detection.

A bug (although the developers look at this as a feature) with late rendering of a detected tank. Often the tank is drawn with a delay of 1 - 2 seconds after detection, which can have disastrous results for the observer tank. The delay is due to the time it took to check the detection of the tank, as well as some unknown problems. The developers promised to fix this bug, but things are not moving yet.

A bug (although this is definitely a feature) with the disappearance of tanks in an open field. The mechanics of camouflage and exposure are so designed that some tanks can disappear in an open field; to do this, they just need to stop and not shoot. They have been talking about this problem for a long time, the developers promise to fix everything, but for now everything remains as it is.

The myth about the different camouflage coefficients of fallen and standing trees. In reality, each tree has its own specific camouflage coefficient, and it does not depend on the position of the tree. Burnt and bare trees have a zero coefficient (that is, they have no effect on camouflage).

The myth (or rather, players’ ignorance of camouflage mechanics) about the unmasking barrel and tracks - we have already discussed this issue in our conversation about dimensional points.

A lot of work is currently being done to refine the game mechanics, so in the future disguise will (at least we hope so) work without problems. But myths are unlikely to disappear - they, like any beliefs, live for a long time and it is almost useless to fight them.

Detection and camouflage- the most important elements of game mechanics. The knowledge gained from this article will help you understand how to act correctly in order to be the first to detect the enemy and hide from him more effectively. Both are extremely important in order to seize the initiative in battle and have the right to the first shot.

Review and discovery

Review of each combat vehicle is calculated in meters and indicated in the performance characteristics of each vehicle. The review value is indicated for a crew with 100% of the main specialty.

Visibility range in game

It is important to understand that on the battlefield the player sees not only those opponents that his tank discovered, but also those that his allies discovered. In this regard, it is necessary to distinguish between two concepts: detection range and visibility range.

Detection range- this is the maximum distance at which the tank can detect the enemy. The game mechanics determine that it cannot exceed 445 meters. If, taking into account the equipment, equipment and skills of the crew, the viewing range of the tank exceeds 445 meters, then the extra meters are counted as a bonus, making it easier to detect camouflaged opponents. Visibility range- this is the maximum distance at which tanks, both allies and enemies, can be visible when detected by them. The game mechanics limit the visibility range to a radius 565 meters around the tank.

Basic ways to increase the detection range of enemies

Increased visibility range

Disguise

Disguise- this is the property of a technique to be invisible to the enemy. If there were no camouflage in the game, then opponents would always notice each other at their viewing distance (but no further than 445 meters), provided there is direct visibility. However, there are many nuances in the game that affect the detection of equipment, in addition to the review itself.

Aspects affecting camouflage

Equipment dimensions

Each combat vehicle has a stealth coefficient, the value of which depends on its sizes. For large tanks such as Maus or Jagdpanzer E 100, the coefficient will be minimal, and for compact vehicles with a low silhouette such as AMX ELC bis, Rhm.-Borsig Waffenträger - maximum.

Class Bonus

  • Light tanks from level 4 (except for the AMX 40 and Valentine) are equally invisible both while moving and when stationary, that is, movement does not affect their stealth. Some low-level tanks also have this bonus.
Actions Vegetation
  • Forests, bushes, trees, tall grass give a bonus to camouflage.
  • The vehicle must be completely hidden from the enemy, namely its overall points. If at least one is not hidden, the tank is unmasked. Therefore, caterpillars or a gun muzzle sticking out of a bush (building) will not affect your visibility in any way - there are no marker points on them.
  • At a distance of up to 15 meters, a bush (or other vegetation) becomes “transparent” to someone hiding behind it. That is, the tank itself can see through the bush, but its opponents cannot.
    • If the base (closest point) of a fallen tree is less than 15 meters away, then the tree in the sniper scope will be transparent, while if the distance to the center of the tree is more than 15 meters, then the tree will still be transparent in the sniper scope, but for survey rays this tree opaque
  • At the moment of the shot, all vegetation within a radius of up to 15 meters loses most of its camouflage properties, that is, the shot unmasks the tank.
X-ray
  • At a distance of 50 meters, opponents can see each other in any case. Even if there is a building between them.

How to improve the camouflage of a combat vehicle

And besides, with pumped Disguise:

  • Upgrade the skill of all crew members The Brotherhood of War.
  • Install equipment Improved ventilation.
  • Use equipment that gives +10% to all crew parameters for one battle Extra ration, Chocolate, Cola box, Strong coffee, Improved diet, Pudding with tea, Onigiri, Bays.