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Showing results for tags 'traverse'.
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Current as of 1/6/20 ^ proven partially true and untrue. it's a case of false advertising on WG's part and bad poor wiki wording. SR only works on hull MOVEMENT ( W/S ) not HULL traverse (A/D), There are three factors affecting overall dispersion. One due to moving traverse (affected by Smooth Ride), one due to hull traverse (Clutch), and one due to turret traverse (affected by Snap Shot), and the files you can verify it in is: res/scripts/avatar.pyc it's unencrypted but you do need a tool reader to view it. Also the lang is python if its not obvious. Some people are reporting this as being encrypted. WG uses the Blowfish cipher, and its not too hard to break. The Clutch skill can affect Hull turn dispersion by making it worse/faster for a shorter period of time. Nothing makes it better save equip/BIA. Clutch is still vital for tactical movement so it's validity isn't questioned but knowledge that it can make your dispersion worse while turning should be paid attention to. .25 is pretty much the 'useful line'. I found that the actual line is a bit grey, but that it tends to stay between .25 and .27 on forward movement dispersion. Greater than .25 makes it useful, less than .25 or .27 is a case of diminishing usefulness and run something else. Exact dispersion on forward movement for your favorite tank can be found at tanks.gg in the stats or compare menus. Useful to have as a counter skill to clutch braking. 8_Hussars and my work on SR/Snap/Clutch: https://docs.google.com/spreadsheets/d/1TqvlcnQIdPpAzy3X0OK4lxdNjWoqo9ejcdRqu_HqIuc/edit?usp=sharing .25 movement dispersion (which is fairly high) seems to be the 'useful' line for where SR is viable. save for sub tier 6 (and the scout/heavies of 6, not the meds generally) SR should be reserved for a 4th/5th skill. certain premium tanks (type 64, superP) benefit from having the skill but most won't see any kind of useful gain. https://docs.google.com/spreadsheets/d/10VIumnYWrLsc2xpPFnZp-MaVdfBHg_xZOHb04ie1HU8/edit?usp=sharing Hull traverse google doc. interesting if you want the raw numbers and why people are all ORD > Clutch for non-casemates. A note on dispersion: after turning for 1 second you have reached max dispersion and will carry that value until the turn rate is decreased or stopped. It's interesting that Clutch can actually make turning dispersion worse. moar talky and some maths. decent crew skill discussion if you are interested on FF and combat skills.
Considering the mass-confusion i made on the status update, i'll clarify here. Original thread made on this was from official EU forums: http://forum.worldoftanks.eu/index.php?/topic/326763-actual-real-tank-rotation-traverse-speed/ However i'll be simplifying some of it, and add an explanation as to why WG has done this. ... The formula for the actual traverse value of a tank is as follows: Base traverse * (current mounted engine / stock engine) = actual traverse. (UPDATE BELOW 12/3/2015) This is without taking terrain resistance into account BTW Let's the Hetzer as an example. It has a lowly 30 d/sec on paper, but for those that have played it you'll know that it feels much faster than that. Well, you're right, because it is faster. Twice as fast. Applied to hetzer: T = 30 d/sec * (220HP/100HP) = 30 * 2.2 = 66 degrees a second. More examples below for those that don't own a Hetzer: Spoiler Luchs: T = 33 d/sec * 360/140 = 33*2.57 = 84 fucking degrees a fucking second T-54: T = 48 * (700/620) = 48 * 1.13 = 54 d/sec RU251: T = 44 * (630/500) = 44 * 1.26 = 55.4 d/sec Cromwell: T = 36 * (650/410) = 36 * 1.585 = 57 d/sec -more to be added later- ... Explanation as to why WG has done this: Spoiler This is the main reason why some premium tanks have faster traverse values than their counterparts: It's to compensate for their inability to use this engine coefficient (as their stock engine = top engine). This also explains why there are tanks with redundant stock engines (Like LTTB stock engine)... to provide hidden stat buffs (even though the top engine is already unlocked from previous tanks, e.x. MT-25) ... BTW, for those that are wondering: Terrain resistance affects effective engine power. Edit: However... the equation when taking terrain resistance into account is still... quite undetermined. Ignore this: Basically, if you're taking terrain resistance into account (in spoilers]: Spoiler TE = Top Engine SE = Stock Engine T = Actual Traverse BT = Base Traverse TR = Terrain Resistance value Equation: T = BT * (( TE / TR ) / SE ) /End ignore. TL;DR: For tanks with low terrain resistance, high top engine power, shitty stock engine and high base traverse: You're a fucking god at turning. UPDATE 12/3/2015: New equation: Listed traverse * (stock terrain resistance / top terrain resistance) * (current engine / stock engine) = actual traverse LT * (TRS / TRT ) * (CE / SE) = AT This should clear up some discrepancies about terrain resistance and how it affects traverse. Not much, but still a factor.