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Cũng ko hẳn, có những map mà gần như 90% bọn arty chui vào 1 chỗ cố định, thằng bạn cầm Grill ăn rùa 3-4 lần rồi![]()
^
^ Sao tấm cuối tank có màu mè hoa lá cành thế?
Mà mình mua con T28 ong, gắn tổ lái cũ của con T46 vào thì số % nó thành màu đỏ ( 3 con 68%), vậy nghĩa là sao?![]()

Damage
So you hit the target and you did damage. Now what happens, what gets damaged, and why. Shell damage does vary by +-25%.
Tank Hit Boxes
The Hit Boxes for tanks are hidden from the player, but you can research a tank and pretty much figure them out as they are based on the historical model. For example: the ammo rack hit box is in the same location(s) as they were stored in the historical tank.
The 3D model of the hitboxes, [posted at the forum], leads to the assumption that WoT uses a quite plain system of calculating the hits. Fuel tanks, ammo rack, gear box, transmission, turret ring, gun mantlet, tracks, and obviously the crew. Here are the explanations for the most common strange damages.
Frontal hit, engine down, engine located in the back of the tank -> Engine was not hit, but gear box or transmission were.
Hit once, three modules down -> The shot went straight through the tank/turret.
Hit enemy tank, got a critical, but caused no HP damage: Possibilities
Shot went through an external module(s) (Tracks, view finder, range finder, etc) and then missed the rest of the tank.
Shot went through an external module(s) and then bounced off the armor.
Shot penetrated and went into a module/crew member and caused no damage. This can happen because Maus tracks can fully absorb a 75mm shell. Exact values for this are unknown but the concept that a shell can "lose" damage by hitting a crew member or a module should be remembered.
Shot did less damaged than expected. A shell can also strike a module/crew member and continue on (at a reduced speed and reduced damage). Reduced shell speed will reduce the shell's penetration values (possibly causing a bounce).
Shot hit a tank and you got a message from the group "armor_pierced_by_player" but the shot did no damage. This can happen when the shot re-damages tracks or a module (thus, no critical). It should reset the repair time (unconfirmed).
Module Damage
When a module is hit, it effectively gets a "saving throw". If it makes the "saving throw", it takes no damage. If it fails the "saving throw", it takes damage. If the damage is large enough, the module becomes damaged. If it is larger still (more than the modules HP), the module is destroyed. Damaging a module does not reduce the HP of the tank.
The chances for the loss of a module:
Engine: 45%
Ammo rack: 27%
Fuel tank: 45%
Optics: 45%
Radio: 45%
Gun: 33%
Turret ring: 45%
Crew: 33%
The amount of ammo you are carrying does NOT affect the chance of taking an ammo rack hit.
Crew Damage
Crew are either alive or dead (knocked out, injured, etc.), effectively speaking. A Crew damage does not weight too much against your tank. Crew may be healed with a health kit, during which they function at full effectiveness.
Firefighting
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Fire is the bane of all tanks. If you are set on fire, it takes very little time to take massive crew and module damage, resulting in an ineffectual tank. And that doesn't mention the chance to burn to death. Hit the engine to set the tank on fire. Automatic Fire Extinguishers reduce the chance to be set on fire by 10%.
The ratios are between 10 and 120 HP and 20% to be set on fire. Higher tier equals higher burning ratio. Except TDs, which have lower ratios due their lower HP. The chance of putting out a fire is a base of 20% for most vehicles (checked each second?), not counting Crew's firefighting skills.
Repair
Yes, believe it or not, tanks repair during battle! Ok, not really, since they don't repair vehicle HP, but they do repair Module damage. This is repaired at a rate of 5 HP / second up to 75% of the maximum HP of the module.
Every module in WoT has a set amount of hit points (HP). Those are repaired by the crew, but not up to 100%. The ammo rack of a Panzer III for example, has 100HP and will be repaired up to 75HP. The crew has an HP rate of how fast the module will be repaired. On the Panzer III, this is 5HP/sec for the ammo rack. Unfortunately, the ammo rack on a Panzer III burns at 9.5 HP/sec, so the tank is toast without a fire-extinguisher.
By the way, most of the tracks have an armor value of 15-20, so no suprise they break, if you hit them.
The coefficient for the repair: (HP per second)
Name: / Coefficient {Values to be checked for information update}
Tier 10
IS-7: 10.96
T30: 10.96
Tier 9
Panther II: 10.00
T54: 8.65 (bad thing, the Panther II seems to be much more expensive)
Pershing: 10.80
JgTiger: 8.4
IS-4: 9.18
Tier 8
Panther: 8.75
Ferdinand: 8
IS-3: 7.07
Tiger II: 7.92
T32: 7.92
Tier 7
IS: 5.95
Tiger: 5.95
JgPanther: 7.32
T34: 5.34
T29: 5.17
Tier 6
M6: 5.16
Tier 5
M4 Sherman: 5.34
Tier 4
PzIII: 4.3


bonus thêm 1 tấm khá hài ...thằng Maus còn biết nói gì đây
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dc những 11 con
giờ nâng cấp máy thà mua luôn con khác , vì main chip đều là đời cũ rồi . Hỏi lại coi ai biết cách bỏ hiệu ứng khói từ nòng và tank chết không .
. Nhưng có 2 cái quan trọng nhất là tắt khói từ nòng súng lúc bắn trong chế độ sniping ( ko còn bị rớt FPS nữa, thấy rõ viên đạn bay vèo) + với xóa sạch cây cối, chừa lại bụi rậm thôi ( ờ cái này gọi là chơi ăn gian
), nói chung mất hết cây cối thì bắn đón đầu mấy đứa đang chạy băng băng trong rừng khỏe hơn nhiều.


Máy tớ cũng yếu, thế nên tớ tắt khói, tắt lửa, tắt hiệu ứng khi tông vào nhà cửa hàng rào, tắt tè le hết . Nhưng có 2 cái quan trọng nhất là tắt khói từ nòng súng lúc bắn trong chế độ sniping ( ko còn bị rớt FPS nữa, thấy rõ viên đạn bay vèo) + với xóa sạch cây cối, chừa lại bụi rậm thôi ( ờ cái này gọi là chơi ăn gian ), nói chung mất hết cây cối thì bắn đón đầu mấy đứa đang chạy băng băng trong rừng khỏe hơn nhiều.


. CÒn M6A thì đến 4 trận. trận nào trận ấy đều thua. tính ra từ sáng h bắn 10 trận thua 9 trận. Ức k tả. mà sao mấy thằng tier to bên mình toàn đi lẻ để rồi chết ngu