World of tanks 8.9 matchmaking chart

This page is to provide you with as many details as possible of the core game mechanics, so that you need not search through the forums for this valuable information. The details of some game mechanics are being held "close to the vest" over at Wargaming. To the maximum extent possible, we have provided all the data we know about game mechanics. The performance of your tank depends directly on the qualification of its crew.


This page is to provide you with as many details as possible of the core game mechanics, so that you need not search through the forums for this valuable information. The details of some game mechanics are being held "close to the vest" over at Wargaming. To the maximum extent possible, we have provided all the data we know about game mechanics. The performance of your tank depends directly on the qualification of its crew. Each crew member is fulfilling one or several roles in your tank and the performance of your tank in those areas depends on their effective primary skill levels.

For example, reload time depends on the Loader's skill. If you have more than one crew member responsible for the same stat e. Refer to the Crew page for more details about which crew member affects which stat of your tank. The stats of your tank as they are shown in the garage or in the tech trees, i. In game versions up to 0. Game version 0. Your tank's actual performance for each stat can be calculated based on the effective skill levels of those crew members which are responsible for the operation of that part of the tank, using one of the following two formulae:.

A degressive stat becomes reduced with higher skill. For example, your aiming time is shorter as your Gunner's skill level increases. A progressive stat increases with higher skill. For example, your view range as Commander's skill level increases. Note that only stats that depend on actual crew interaction are affected by crew skill. Your tank will not get thicker armour or become heavier with more experienced crew. Also while a better Loader will make your gun reload faster, he will not influence the speed with which auto-cannons or autoloaders fire the shells in their magazines, because shells from the magazines are chambered automatically.

The Loader does come back into play when reloading the magazines, however. Note further that the values displayed in game are just approximations because either the actual values are rounded to the nearest integer, or only the integer part is shown without any rounding. This is not only inconsistent, but also means that since 0. Let's go through a few examples to make it clearer or confuse you more, as the case may be.

Hopefully you like math! What is your view range? You also installed Improved Ventilation equipment. What is your rate of fire? Gaining experience and credits is one of your primary goals in World of Tanks. Experience and credits are gained in all game modes except training battles for the following actions:. Per point of damage, modified by victim's tank type and tank tier compared to your own damaging higher tiers pays more. All damage counts, whether caused by direct hits, splash damage, ramming, fire or ammo-rack explosion.

This means destroying an enemy tank's module only damaging it is not enough , or killing a crew member. Small bonus depending on the tier of the target compared to yours, whether caused by direct hits, splash damage, ramming, fire or ammo-rack explosion. For example, if it is "Operation Sniper", you would receive extra experience or credits for earning the "Sniper" achievement. Free experience can be used in the research of any vehicle instead of just the vehicle it was earned with.

It can also be used to increase training level of skills and perks for crewmembers. This is a bonus and is not subtracted from the vehicle's experience. Additionally, you can use gold to convert vehicle specific experience to free experience. The vehicle must be elite, i. Each crew member receives experience equal to the experience the vehicle earned in a battle, possibly modified by experience bonuses and penalties. To capture the enemy base, your tank must drive into the white circle in the enemy base commonly referred to as the cap circle or simply cap.

A green bar with the title "Enemy Base Capture: Each tank in the capture circle generates 1 capture point per second. You cannot generate more than 3 capture points per second. Once you have completed the capture, the title of the capture bar changes to "Enemy base captured! If you leave the cap circle before capture is completed, all capture points earned by you are lost and the capture bar progress is reduced accordingly. The same happens each time you get damaged while within the cap circle before capture is complete.

Both hull damage and critical damage e. Once capture is complete, the round does not end immediately. There is a delay of at least 5 seconds before victory is yours unless the battle timer runs out earlier. According to Overlord this delay gets extended each time a vehicle is destroyed. The following outcomes are possible:. If you are playing the Assault game mode, then only one team owns a base that can be captured by the other team. Everything else works as in standard battles.

In Encounter Battles there is only one neutral base that both teams can capture. The same mechanics as in standard battles apply here as well, however there are two differences. First, in an encounter no capture points can be gained while there are tanks of both teams within the capture circle. Capture progress is simply halted and resumes if the intruding tank leaves the circle again.

The other difference is that the capture rate is slowed down to 1 capture point every 2. Not everything that happens in the game world will be visible to you at all times. Game mechanics and technical limitations alike limit what you can see at any given moment. The main reason for technical limitations is server performance. Draw Distance is the maximum distance at which fixed objects are drawn on your screen by the rendering engine. The bigger the draw distance, the more computing power is required both for client and server.

The rendering engine used by World of Tanks sees the world as cubes. The map itself is a cube, and every object within that map cube is drawn within an invisible circle centred on and aligned to your view point. Everything near the boundaries of this circle starts to fade into a distance fog and everything outside of the boundaries is entirely invisible to you.

This circle is your draw distance. Higher draw distances will limit framerate if your computer is on the slower side but unless your framerate is low you should always opt for the highest draw distance available. The minimap is not part of the 3D world and thus unaffected by the limitations discussed in this section. What you see on the minimap is however influenced by Radio Range discussed below.

Shots viewed by opposing team with the turret facing the origin of the shot from an undiscovered tank:. View Range is the theoretical maximum distance that your vehicle's Commander not you! View Range has no relevance of its own, its only purpose is to serve as a factor for calculating the spotting range. It is not to be confused with draw distance , nor does it have any influence thereon.

Note that unlike what the in game description of the view range enhancing equipment indicates, there is no m limitation. View range is unlimited. The better your view range, the better your spotting range , at any range. The maximum possible view range you can currently v0. You will always spot any vehicle that comes within 50m of you, regardless of line of sight. Because you do not need line of sight, this is also called proximity spotting , and can be used on certain maps to spot enemies going past a choke-point without actually being exposed to them.

You can never spot a vehicle further away than m, the game engine performs no spotting checks past this boundary. Note that unlike draw distance limits, spotting range limits are the same in all directions think of a virtual bubble instead of a cube. Spotting Range is not a fixed value particular to your tank, but depends on the target you are spotting, its current position and situation.

In other words, as many different individual spotting ranges are calculated by the server for your tank as there are targets within the minimum and maximum spotting ranges to you. For each target the spotting range is calculated invidiually according to the following formula:. If your spotting range to a vehicle equals or exceeds your distance to that vehicle, and you have line of sight, or if the vehicle is within the minimum spotting range, you will spot it. Otherwise it remains hidden to you unless spotted by another vehicle on your team that you are in radio communication with.

See above for how effective view range can be calculated. Camouflage mechanics are explained below. To determine whether you have line of sight to a vehicle within your spotting range and will thus spot it, the server calculates a virtual vision ray extending from one of two view range ports on your vehicle to each of the six visiblility checkpoints of the target vehicle.

If a vision ray is obstructed by non-transparent objects like houses, terrain, or even just a lamp post, this ray ends there and does not reach the target vehicle. Important to know is that both the vehicle being spotted as well as other vehicles from other players are fully transparent as far as spotting mechanics go. If no vision rays reach their target, you will not spot it. But if at least one of the six vision rays reaches the target, you will spot the vehicle and it will light up if it was previously hidden.

At this point it makes no difference if any of the other visions rays would reach their target as well. In general, the two view range ports take turns every 2 seconds, i. Each tank has six Visibility Checkpoints distributed across the tank as shown in this illustration:. You will not necessarily spot an enemy tank as soon as you have line of sight on it.

The matchmaking chart shows which vehicle belongs to which battle tier. Thus we go find the row for Vehicle Tier 2, Light Tank, and see to. 1 Matchmaking; 2 Tank Stats Main article: Matchmaker (WoT) For example, in the diagram above we have a nominal armour thickness of As of , HEAT shells will start to ricochet if the impact angle equals or is.

Team selection for random battles is done according to several parameters. Each battle takes place in a battle tier , which should not be confused with tank tiers. On this page we always use Arabic numerals "7" when discussing battle tiers and Roman numerals "VII" when discussing tank tiers.

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One of the biggest mysteries in World of Tanks aside from why you can't play as the red team is how the matchmaker sorts through players and creates teams. Well, you're about to get the crash course you always wanted. The matchmaker finds a team for players who enter the Random Battle queue.

Wot matchmaking table 8.9

Jump to content. Community Forum Software by IP. Search Advanced Search section: There were results tagged with Matchmaking. By content type Forums.

Matchmaking Chart for 8.9

The composition of tanks in each team is a task of matchmaker. It works in following manner. It takes one tank from the queue and looks at his tier. For example it is IS - russian heavy with tier 7. The matchmaker takes the corresponding line from the table below and sees that the IS has battle tiers from 7 till 9. Randomly is the tier for battle selected. In our example let it be 8 from 7 to 9 incl. The matchmaker takes tanks from queue, which can participate in tier 8 battles see column number 8 in the table and puts them in 2 teams. In our battle we can face Tiger II and for example M6 both can participate in tier 8 battles. There are 12 battle tiers.

Jump to content. Lately, I've noticed a couple of questions regarding matchmaking.

Thank you for the fantastic article. A great place to get information on this topic. I have a presentation next week, and I am searching for such information.

Preferential Matchmaking Chart for Premium Vehicles

Jump to content. As a guy who has ploughed thousands of pounds into your game and stopped I will tell you; in my humble opinion: First, you allowed premium ammunition to be bought with credits. This took away the edge of an elite minority of spenders who bought actual gold regularly and by handing premium ammo to the F2P masses you made it the norm in games. This in turn is what generated your "gold ammo" economy where tanks now come with thick armour and need to be shot with gold. You did this deliberately to try and give the F2P players a taste of the elite paying players gold and it worked: The downside to that is that the vast majority of F2P players simply don't want to pay a penny to play a game: Those people make up the majority of your player base and you alienated them by making them uncompetitive with their peers. Second, you royally fcuked up the match-making. You made a rod for your own back with that one.

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