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Found 14 results

  1. So i dont know about you guys but all "open" maps i have played in the last 2 days seemed to have a lot more bushes and trees. Also bushes on new positions. I, who plays a lot of lights for quite some time now, really like that. Sure, some situations might get a little more campy but at least the small tanks, most of the lights and the ones made out of paint and cardboard have their odds shifted a little more in their favours. IN my oppinion of course. So what do you think?
  2. So I was curious if anyone could post a picture of the T34 Heavy tank with Creeper camo clan wars skin. Very curious if it would look well and get the motivation to improve to get the camo, but curious how it looks at the moment. Thanks for the help :D!
  3. When I play with a bunch of people they ask me why I put camouflage on all of my tanks... Obviously is so they're harder to see, especially on my lights, TD's and my one SPG. However they always tell me is just so darn expensive to put on. What many people dont realize is how quickly a camo investment repays itself. For example, For my tier 5, M10 Wolverine, camo of any type for 30 days cost 50,000 credits. As I was typing this post (probably shouldn't have been multi-tasking), I was in a match on Fisherman's Bay. I only got one shot off (94 dmg on a shot to a T29 where the tracks ate most of it), but at the end I received almost 5,000 credits. According to this, it would only take me ten days to make up the costs... as opposed to a +20,000 where I only need three games. Now lets talk about how painted camo works. One factor when calculating spotting range is the camouflage factor of the vehicle to be spotted. The higher the target's camouflage factor, the shorter the spotting range. Camouflage will change the appearance of your vehicle and will give a slight bonus in camo value. There are three types of camouflages: summer, winter and desert, which are used on maps matching the camo type. Within each type you have a choice of several options depending on the nation of the vehicle. Unless you only have tiers 1-3, its pretty much a good idea to invest in all three patterns. Plus it doesn't cost an equipment slot! So my point is: Invest in camouflage. Because even if you're not highly skilled, it can still make a major impact on your gameplay.
  4. Forgot last time I updated this, credit goes to DevilHunter off of the RU fora for 99% of this, and Dance210 with NA testing (Update: a few values added/retested) Spreadsheet Added: New British Line Object 907 Su 76i Panther 8.8 T95E2 Not there: WZ-111 Object 260 Link edit: If you're wondering "Why don't people just look at tank inspector" It's because the values aren't there/aren't updated.
  5. To expand off of what I've seen, and to get a better idea, visually, of what I have been told by top-tier players ingame, I'd like to start a thread to show on maps, good places to go to scout. This partly comes from individual missions, and being able to complete the two annoying ones (spot x dmg before you get spotted, spot x dmg total), but also to become a more effective scout when your team is full of blues/platoons that are competent enough to realize a scout is passive scouting an area and lines up to get shots early in the game. For this purpose. I'm going to shamelessly copy paste a bunch of maps, and would like you all to give feedback as to where the best passive and active scouting locations are on specific maps. A lot of this comes from Marine's guide on scouting, which started with the PAINT illustrations on maps, which was very helpful, as well as similar threads (sela's where not to go maps, etc). Most of the maps that I post here will be blank, and will not have any paint on it, as I don't know of good places to go on these maps in the beginning to get a bunch of spots off for my team. The one thing that I ask here is that we don't just spam the thread with a bunch of (Wait for Prok/Mali, everything else sucks). This is not helpful, nor is it wanted by those of us who genuinely want to learn how to scout better. I understand that there are maps which have no great place to passive scout on, so on these I ask where should you go to get a good idea of how many enemy tanks are heading to your side of the map? Things like this. All constructive feedback is welcome, and I hope to create a thread that some of us can look at while loading into a map with a light to see where to go initially to get a good idea of what the enemy is doing, as well as spots to go for IM's. I will include encounter/assault options under each map as well. When we get a good drawing of where lights can go on specific maps, we can put up that version in this thread as a picture under a quote, so that we can have a quasi-finalized version of the map. The album on Imgur can be seen here: http://imgur.com/a/jfmcY The maps: Abbey: Airfield: Arctic Region: Cliff: El Halluf: Ensk: Erlenberg: Fisherman's Bay: Fjords: Highway: Himmelsdorf: Karelia: Komarin: Lakeville: Live Oaks: Malinovka: Mines: Mountain Pass: Murovanka: Northwest: Prokhorovka: Redshire: Ruinberg: Sacred Valley: Sand River: Serene Coast: Siegfried Line: South Coast: Stalingrad: Steppes: Swamp: Tundra: Westfield: Windstorm: I'm at work, so I can't do too much with painting maps of bushes that are good that I know of, but I will do so when I get home. Again, please, I emphasize no posting saying everything sucks but a few maps. I'm looking to be effective on all maps, and where I should go at the beginning to scout who's where on the enemy team. I also would like it if we could keep the colors the same (Red cap base/start point is red circles, Green is green). Discuss!
  6. Most of you have heard some players discuss the camouflage values of a tank and possibly they threw around some numbers 16.87%/12.65%/3.34%. If you have no clue what those numbers mean, this is the guide for you. If you have ever driven (or seen someone drive) your (their) AMX 13 90 on the Malinovka field while spotting tonnes of enemy tanks and not getting counter-spotted, without understanding why, this is the guide for you. I will in this guide explain what the camouflage values mean, how they affect your view range in game and how the spotting range is calculated. I will NOT discuss the effect of single-double-triple bushes in detail in this guide. There are several other guides on this subject. I will also NOT go into detail how to exploit the spotting system. This will not be the most advanced guide. This should be considered basic stuff for any player aiming to be blue or higher. All camouflage values in this guide are taken from the following document. I want to highlight that this document is not my creation. I am just linking to it. https://docs.google.com/spreadsheets/d/1w9YYhDuNWJKSdIPesGhS4YkZJodEqUSFoomumMWYynA/edit?pli=1#gid=355532698 Camouflage values In the simplest terms: The camouflage value of a tank is indicative of how stealthy the particular tank is. The greater the camouflage value is, the harder a given vehicle is to spot. Each tank in the game has three camouflage values: one for when it is stationary, moving and shooting. All scouts tanks (except the T-54 LT for some reason) have the same camouflage when stationary and moving (one of their only advantages over medium tanks). As an example let us look at some camouflage values: Bat Chat 25t camouflage values: 16.87%/12.65%/3.34% AMX 13 90 camouflage values: 17.67%/17.67%/4.21% AMX 50b camouflage values: 3.82%/1.94%/0.53% So without going into detail about what these numbers mean in practice we can see a few things from this simple comparison. The AMX 13 90 has the same camouflage value for moving and stationary confirming that it is a scout. The Bat Chat is almost the same as an AMX 13 90 when stationary and slightly worse when moving. The AMX 50b is not a well-camouflaged tank. Even when stationary and NOT shooting it has worse camouflage values than an AMX 13 90 blazing away. Protip: do not go camo-sniping in your 50b. Camouflage values in practice Now what does the 17.67% camouflage of the AMX 13 90 mean in practice? It is part of the (quite elaborate) calculation that is carried out when the game determines if two vehicles can spot each other. You can ignore the calculation and use a simplified calculation if you just want to understand in broad terms how the camouflage of your tank affects the spotting range of any enemy tanks trying to spot you. You can also look at the proper calculation in way more detail if you want to fully understand how different crew skills, consumables and equipment influence the spotting calculations. I will now go through both the simplified and advanced way of calculation the spotting range. I will assume you know basic math, but I will try to make everything as clear as possible for those who might feel a bit rusty on the old calculus. You can decide for yourself which of the two sections you want to read. Simplified calculation The simple way to calculate how a camouflage value affects the view range of the spotting tank is: spottingRange = ViewRange * (1 – camoValue) So if you are in an E100 (view range = 400 m) and you are trying to spot an AMX 13 90 moving across a field (AMX 13 90 moving camouflage = 17.67%) the formula looks like this: spottingRange = 400 m * (1 – 0.1767) = 329.32 m This shows you the practical result of a higher camouflage value. The higher the percentage the camouflage has, the equally higher percentage will be taken of the view range of the spotting tank. If we do the same calculation but with an ELC AMX (camouflage value of 21.89% when moving) we find that the spotting range of the E100 is now: spottingRange = 400 m * (1 – 0.2189) = 312.44 m So from this calculation we can see that the ELC AMX can move 17 m closer to an E100 compared to an AMX 13 90 without being spotted. Now you might be thinking: “But when will the AMX 13 90 or ELC spot the E100?”. This is easily calculated using the same formula. We know the view range of the AMX 13 90 and ELC AMX (400 m and 360 m respectively) and the camouflage value of a stationary E100 is 2.91%: spottingRange1390 = 400 m * (1 – 0.0291) = 388.36 m spottingRangeELC = 360 * (1 – 0.0291) = 349.52 m So the AMX 13 90 will have a “window” of 60 m to move around in where the AMX 13 90 will have the E100 spotted but the E100 will not spot the AMX 13 90. For the ELC this window is only 37 m because of the poor view range on the ELC. Now a word of warning: all of these calculations are SIMPLIFIED calculations. They ignore anything outside base values, so no crew skills, consumables or equipment is taken into account. This is especially important in regards to view range enhancing skills and equipment. If you want a slightly more precise calculation you can take any optical equipment into account. Coated optics adds 10% to the base view range and binoculars add 25% to the view range of a stationary vehicle. Advanced calculation The advanced calculation is using the following formula: spottingRange = effectiveViewRange – (effectiveViewRange – 50) * camoFactor That doesn’t look to bad, does it? You take the effective view range and subtract the effective view range minus 50 m (the proximity spotting range) and multiplied with the camo factor of your tank. Easy stuff, right? Sadly this is only the main formula. There are two supporting formulas to calculate the effectiveViewRange and camoFactor. Let us start with the camoFactor. The formula is as follows: camoFactor = baseCamo * (0.00375 * camoSkill + 0.5) * camoAtShot + camoPattern + camoNet + environmentCamo Now this may seem like a big mouthful with a lot of strange labels and coefficients, so I will try to break it down for you: The baseCamo is the camouflage value of the tank either moving or stationary, exactly as I explained in the start of this guide, and it is multiplied with the camoSkill (along with some coefficients) and camoAtShot. The camoSkill is the ‘effective’ camo skill of the crew members. This is a combination of the crew camo training, commander skill level, premium food consumable, improved ventilations equipment and the perk Brothers in Arms. The camoAtShot is the camouflage value for firing the gun. If you want to calculate for a tank that is not firing, this factor is neglected. After these three factors are multiplied, you add the following: camoPattern, the bonus for any camo patterns (value depends on vehicle type); camoNet, the bonus for active camo net (10% for mediums/lights, 5% for heavies and cancer, and 15% for TD’s); and finally environmentCamo, the bonus from any bushes the tank might be hiding behind (single, double or triple bushes). So now you know what goes into calculating the actual camouflage value of a tank, let us now take a look at the effectiveViewRange factor. Sadly I have not been able to find a formula like I did for camoFactor, so I can only list the different factors that influence the effective view range of a tank. Each tank has a base view range, similar to their base camouflage values. This base view range is then subject to different factors (again, similar to the base camouflage values). First off there is the equipment of coated optics and binocular telescopes that adds 10% and 25% respectively (although binoculars only active when stationary). Then there is the effective primary skill of the commander which is controlled by his own training, improved ventilations, Brothers in Arms and premium food. Lastly there are also the recon and situational awareness crew skills for the commander and radioman respectively. In total, if you mount/train everything that can possibly enhance the view range it is possible to increase the base view range by an amazing 44.5-ish%. This means that a tank with 400 m view range will have an effective view range of 577.90 m. Now I hear you ask: Why would I want to have a 558 m view range when the maximum view range is hard-capped at 445 m? If you limit your view range to 445 m you will not be able to spot anything at maximum spotting range – because the camo factor of all tanks will decrease your view range down below max spotting range. If you on the other hand have an effective view range of 500 m the camo factor of some tanks will not be able to force it under the maximum spotting range and you will indeed spot them as soon as they enter the maximum spotting range. I could now give you a practical example of both camoFactor and effectiveViewRange, but that would quickly become a mess and a waste of the time of everybody. Instead I highly recommend you go play with the camo-calculator on wotinfo.net (http://www.wotinfo.net/en/camo-calculator). Here you can type in your vehicle name together with an enemy vehicle to counter-spot your vehicle. You can then see how the camouflage values (and spotting ranges) changes depending on all the different factors mentioned above. It is a great tool to play with, and understand, how the camouflage works. I hope you learned something from this guide. I certainly did, which is always a nice plus. If you have any questions or feedback, feel free to ask or comment away.
  7. Here's a thread of a player who played 800 183 and he's suggestion is that get camo for FV215b 183, but I heard that TD's camo is re-worked in patch 8.11, so should I learn this skill or not? Thanks! http://forum.worldoftanks.com/index.php?/topic/278550-fv215b-183-how-i-play-itfit-it/
  8. In my quest to improve my game, I would like to improve my ability to use camo to snipe without being seen. Lately I think my experience per game has been lower than I would like because I use others to spot for me more often than not. This is partially due to the tanks i've been playing (leo 1, Chi-To, Chi-Nu) but I feel I could do better in this regard. I make use of bushes when I can but I find more often than not I'm guessing about whether I will be seen or not if I fire. This results in my taking a shot and backing into cover to see if sixth sense went off, and if not poking back up and continuing to fire. When watching replays from good players it seems they already know if they will be spotted when they fire. Is this a result of experience playing a certain tank or more about knowledge of view ranges of opponent's tanks? Is there a check-list of some sort that you go through before firing from camo cover, something like: 1. is the target at sufficient range that I won't be spotted 2. are there places to hide within view range that someone could be sitting passive and spot me from 3. will the bushes in between us prevent me from being spotted What are some tips and tricks that I can use to improve this aspect of my play? Do people actually do view range math in their heads or is it more a general feeling based on experience?
  9. I had this 'tested' sometime when I first joined FOXEY. I can't remember who tested it, but here was the question: If two tanks are both sitting behind the same bush and both are covered completely by this bush, if one of them fires, does it remove the bush camo rating for both players or just the one that fired? Please and thank you for the discussion and answers. Much appreciated, y'all.
  10. Just ran across this on FTR, might be useful tidbit to know. - according to developers, there has been some mistake earlier in explaining the viewrange, so – this is how it is: a damaged viewport (yellow) still gives you 100 percent viewrange, red viewport gives you 50 percent viewrange - the difference between a yellow and white (undamaged) viewport is only the number of its hitpoint remaining and – indirectly – its vulnerability, since next hit might knock it out completely Hopefully this might help some of yall. I know a couple times that I was in a TD or FCM 50t and got viewports knocked down to yellow, I was sorely tempted to burn a kit on em so I would have full vision range. (I always assumed yellow viewports were the same as yellow ammo rack) Turns out this is not necessary!!!
  11. How would you pimp this one for best overall (randoms) results? My crew is worming their way towards a full three skill setup, and I haven't landed on how to reskill them next discount. Simplified there are 4 main options: Full BiA with gunnery skills and repairs slapped on top. Full BiA with camo then repairs. Camo, gunnery and repairs mix. Full BiA, Full Camo, get the two gunnery skills and run with gimped repairs I'm pretty sure some of you will be opposed to the idea of camoskill on such a big house, but since it carries the TD tag, the camo values aren't that bad. With full camo crew the thing is sneakier than a M48. A vanilla T110 will spot the 183 in the open at about 319 meters, the M48 will be spotted at 333m. That is why I'm hesitant to discard camo skills for the 183. Gun handling is very bad and we all want to do something about that, but do we throw away camo skills for max gunhandling? (The gunhandling skill payout is marginal, anyway.... or??) Equipment: The first two slot are easy, EGLD and rammer. Camo net makes it really sneaky (265m) sitting still, but I move about in it so much I've left the net in the garage. Vents? Boost a possible BiA setup... could work... worth it? mmmmmh. Optics? Could be useful for pubbie work.... Your thoughts?
  12. According to Verilogus's post, 8.6 brought some rather significant camo changes. He says he stopped playing the 268 and T-62A because their camo no longer cuts it like it once did. What do the rest of you all think? Has any tank been winning or losing the vision control arms race since the new patch? I'd assume the Fatton is winning, since it relies less on its camo and more on its view range advantage.
  13. I've had limited success in modding the cusomizations.xml file that controls the RGB values of the camo overlays. I've even managed to resurrect the old giraffe honeycomb camo that Wargaming did away with some time ago. Don't tell me this thing isn't awesome. Unfortunately I've an issue. It seems that altering the RGB values in the XML file to include any more digits than it had to start with will result in the game crashing before it even gets to the login screen. See example below when I load the file up in Notepad++. For instance, any value that shows 72 cannot go higher than 99 or the game crashes. Does anyone know of any kind of workaround and/or thing I missed that I can use to really go wild with the colors? I was going to kit out my Soviet tanks with Com Guard colors in the desert, but when several of the RGB sectors only have one digit I'm kind of limited in my options. 9/255 does not a significant impact make. I've tried posting on the official forums but all I got was somebody who didn't actually read what I'd wrote. Big surprise.
  14. Hi everyone. I was just watching a livestream by Russian player Kirilloid, who is really good, and I noticed that on his E-100 that he was playing, every member of his almost 4-skill crew has camouflage as their first skill, with repair being in the 3rd slot. Would anyone be able to answer as to why he might do that? I mean, he's a Russian Unicum, so he obviously knows what he is doing, but I have no idea why you'd use repair instead of things like recon, jack of all trades, snap shot,, clutch breaking and even firefighting. Thanks in advance
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