World of Tanks
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World of Tanks is a popular video game that's been around for fifteen years. I didn't start playing the game until 2012. Relatively speaking, I'm a new player.
Within a few months of playing I had several tier X tanks. It took a lot of gameplay to accomplish that. I learned a few things along the way, and I figured I'd share my input. Keep in mind, I am not a member of a clan, so the information presented on this page reflects playing in 'pub' or public games (where individual players are thrown together to makeup a team).
Standard Account: The game is free to play, which makes it highly popular and will probably keep people playing the game for many years to come. If you don't plan on playing beyond Tier 5 tanks, then a standard account is fine. You'll earn enough credits through normal gameplay to do the things you want.
Premium Account: If you want to play in the higher tiers, you'll probably want to have a premium account. It costs about $15 per month. The benefit to paying a monthly fee is you earn more credits per battle, and your tanks and crews gain more experience per battle (50% increase from a standard account). In my opinion, it's worth it to spend the $15. It makes the game so much easier. When I have my account on premium, I load gold ammunition for all of my high tier tanks (very expensive). Gold ammunition makes your tank cause more damage to the enemy, which leads to higher experience per game, which leads to moving to higher level tanks at a much quicker pace.
Cheating: I never gave much credence to the claims of cheating in WOT. As with any game, I figured there were very few people who knew how to cheat the game continuously, and that at some point those cheaters would eventually get banned. However, I am of a completely different viewpoint nowadays. Cheating in World of Tanks is prolific. Here's how it's done: Players purchase (or build) accounts for the specific use of cheating. They'll acquire many tanks all the way up to tier X. They'll join the queue at the same time as their friends and hope they get matched into the same game on opposing teams. When this happens, they'll meet somewhere on the map or simply park their tank in a specific location and allow their friends to acquire free damage to the tank. This is happening all the time. So, those players who have unusually high stats are more than likely cheating. As there is no mod required, it's impossible for WarGaming to prevent this from happening. From all appearances, it's normal game play. One way to prevent this would be for Wargaming to analyze IP addresses that have multiple accounts, and then take a look at those accounts to see if there is a huge disparity in stats. My guess is that a very high percentage of players have 2 or 3 or even 4 accounts. One account - their main account - is the one they play for stats. The other accounts are used to allow their friends to farm free damage (and vice versa). Thus, a group of friends could easily allow each other to attain much higher than normal amounts of damage per game on their main accounts, thus creating highly inflated WIN8 ratings. Analyzing accounts by IP address would work, but it would have limited results as players could simply use VPN accounts whenever they play on a dummy WOT account.
Blind Firing: Other than allowing their friends to farm damage against a dummy account, players also blind fire continuously throughout the game. They know the specific locations where scouts will park, and they blind fire repeatedly at those locations, often accumulating significant amounts of damage by penetrating hidden or unspotted tanks. I've had many games where I blind fired popular scout and TD locations. It works. But in my mind it's a form of cheating. There's really no way to stop this unless WG changed their stat analysis to penalize missed shots. The WIN8 formula should be redesigned to penalize a player for missed shots (maybe allow 2 missed shots, but every missed shot beyond that should significantly penalize their stats for that specific game). That would stop blind firing altogether. As it stands now, a player could blind fire 30+ shots a game, miss 28 of them and those 2 extra shots of free damage added to their regular damage will easily tilt them into a higher WIN8 rating. Until accounts are penalized (in stats) for missed shots, blind firing will remain the easiest method to accumulate higher-than-average damage.
Pathetic: I actually feel sorry for players who have to cheat. Their self-esteem and self-worth is intertwined with a video game. How sad is that? Don't be one of those players. Play the game for fun and leave it at that. Your family and your relationships with others are what ultimately matters in life, not fabricating a fake online persona.
Ultimate solution: I think the only way to curb cheating would be to limit free accounts to a low tier, such as tier IV. Anything from Tier V and up should require a monthly subscription of $15 or $30. No exceptions. This would radically cut WOTs player base, but it would create a more honest stat environment. Even with requiring paid accounts, there would still be players who purchase multiple accounts with the sole intention of cheating. So, the ultimate solution would be two-fold: #1 paid/subscription accounts and #2 a limit of one paid account per person. That would eliminate 98% of multiple-account cheaters. But that's never going to happen. So, just enjoy the game, and realize that players with inflated stats are more than likely cheating.
For the most part, other than rare blind firing occasions when the game is on the line, I'm an honest player. Cheating doesn't even cross my mind because...what's the point? I have excellent spatial awareness. I know weak spots and I know each of my tank's weak spots and strengths, and my average damage is nowhere near 3,000. Sure, I have games where I do 5,000 or 6,000 points of damage, but they are infrequent. For any player to average even 2,000+ points of damage per game is just an indication that the player is somehow artificially skewing their stats. There is a trade involved when inflicting damage: shot for shot, reload times, spotting, etc. To inflict mass amounts of damage every game without getting damaged somewhat equally in return is extremely difficult if not impossible to perform.
Other potential solutions to curb cheating:
- Wargaming's player rating system should assign point values in relation to the player's rating that gave up the damage. Example: 1,000 points of damage against a player with a 4,000 player rating would be valued significantly less than 1,000 points of damage against a player with an 8,000 player rating.
- Player rating points should only count when damage is inflicted against paid accounts.
- Player rating points should only count towards damage inflicted against accounts with 1,000+ games.
- Ban players who have multiple accounts from the same IP address with gross player rating disparities. This would be tough to enforce as players would say, "my son/daughter has an account!"
- Limit paid accounts to one per player.
- Free accounts should be limited to tier IV or less. And player ratings should only be calculated for tier V+.
How to earn credits: The easiest way to earn excessive credits is to run a Premium account, and that will cost you about $15 per month. If you don't want to spend the monthly fee, then the next best option for earning excessive credits is to run Tier 5 tanks. I suggest you have at least three or four Tier 5 tanks and run them a lot. You will quickly gain an abundance of credits. Tier 5 tanks are the sweet spot for earning in-game currency (credits).
Essential Tank Gear - You can install three pieces of gear onto each tank. These are the pieces that I find useful:
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Camouflage Net - First and foremost, get camouflage. It makes a tremendous difference. The camo net will hide your tank and make it more difficult to spot. Your tank must be stationary for several seconds before the camouflage net becomes active. When it does, you will see the net on your toolbar become highlighted. Another perk of the camo net is that you can transfer it from tank to tank at no cost.
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Coated Optics - This increases your view range by 10%, up to 500m. As with any first person shooter game, first strike is closely associated with the winner of any battle. Coated Optics, on many occasions, will grant you the ability to see your enemy first, and will give you a second or two of decision-making time. Coated Optics will help every tank, regardless of your role. The only time this piece of gear is useless would be to install it on artillery (for artillery, you will typically install Camoflauge, the Gun Rammer, and the Gun Laying Drive).
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Gun Rammer - This decreases the reload time for your ammunition. Only get this if you're a damage dealer. If you're mostly playing a scout role, don't install a gun rammer. Another application for this type of gear is if you already have a fast reload time. My Russian T-34 is my favorite tank. I have several thousand battles in it. The 76 mm gun is extremely fast, and with a Gun Rammer, it's even faster. And to take it to another levcl of speed, I have Adrenaline Rush on my crew member (the loader). There have been many battles where it's come down to me versus 3+ members of the opposing team, and I prevailed. I attribute those clutch wins to the fast reload time of the gun.
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Gun Laying Drive - This will decrease your aiming time. If you want to be accurate when shooting, you need to wait for the aiming circle to narrow down to its smallest point. If you don't wait, more than likely you'll miss your shot.
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Binocular Telescope - Increases view range by 25% when vehicle is stationary (up to 500 meters). This is extremely useful for every type of tank. Not only does it help you, but it helps your team. Sometimes, all you need to do is sit in a bush with a camo net and binoculars, and do nothing but let your team damage everything that comes into view. As long as you don't shoot at any target, your tank will remain hidden, and your stationary scouting will be all that is necessary for your team to destroy enemy tanks that become exposed.
Non-essential Tank Gear - There are many other pieces of gear that you can install on your tank, but I don't use them. Here are some of them:
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Vertical Stabilizer - Improves gun accuracy while on the move
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Improved Ventilation - Increases crew skills by 5%
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Wet Ammo Rack - Improves ammo stability when damaged
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Tool Box - Increases repair speed
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Spall Liner - Decreases damage from impact (tank collison) and indirect damage (such as artillery fire that lands next to your tank)
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Fill Tanks With CO2 - Increases fuel tank durability
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Enhanced Vertical Coil Springs - Increases suspension load limit and its durability
The reason why I list those pieces of gear as non-essential is mostly because they don't help your tank 100% of the time. I prefer passive bonuses that work most if not all of the time. Consider the Tool Box. It's only useful after you get shot AND a module on your tank is damaged. There will be many battles where you will not get shot, and during those battles your Tool Box will be useless. The same holds true for Wet Ammo Rack, Spall Liner, CO2 Fuel Tanks, and Enhanced Vertical Coil Springs (or any suspension bonus).
While the Camoflauge Net and Binocular Telescope do require your tank to remain stationary, you'll find that your tank is most often stationary. Only light tanks will be on the move most of the time, and even with light tanks, it's often benefiical for a light tank to camp in a bush with binoculars and a camo net, and do nothing but stationary scout for the rest of the team.
Crew Training - If you're using a new tank, your crew will start with 70% experience on the tank. With each battle that you play, your crew members will gain more experience. Most tanks are grossly inefficient when their crew is under 100% skill level. But once the crew reaches 100%, the tank will become easier to play. Additionally, a 100% crew will decrease aiming time and increase accuracy. You can upgrade their basic skill set by spending credits or by spending gold (real money). I suggest you always spend the credits to increase their training as high as possible, but don't spend gold unless it's a tank that you absolutely love playing.
Once your crew reaches 100% training in a particular tank, you'll be able to choose additional skills for each crew member. These are the skills I find useful:
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Camouflage (All crew members can choose this ability) - When combined with the Camouflage Net tank gear, the two can hide your tank from the enemy. Additionally, unlike some crew skills that require 100% skill level before they work, this skill immediately benefits your tank, and will improve with crew experience.
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Deadeye (Only available for the Gunner, and some Commanders) - This is a must have perk. It increases the likelihood, upon successfully damaging another tank, that you will damage an important module on a tank, or possibly kill a crew member. However, this perk doesn't become active until your crew member reaches 100% skill level. In my opinion, you should select other skills that immediately benefit your tank, and then when your crew member reaches 100% skill level in the other perk (such as Camouflage), then you can drop the crew members training and choose Deadeye as the first perk. The reason for doing this is simple: by using 'instant benefit' perks, you'll perform better in battle, and you'll gain experience quicker. The only drawback is you will lose about 5% experience when you drop established crew perks. Even with the 5% experience loss, I think it's worth it.
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Recon (Available for Commanders) - This extends the tank's view range. Much like the tank gear Coated Optics, this will help your tank see further and enable you to spot the enemy before he spots you. Recon is cumulative with all other view enhancement perks/gear (the ability stacks with other abilities, making their combined use very powerful).
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Situational Awareness (Available for the Radio Operator) - This extends the tank's view range, and it is cumulative with other view extending perks/gear.
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Designated Target (Available for the Gunner) - This keeps enemy tanks revealed for an additional 2 seconds. This is very useful. However, it doesn't come into effect until the training level reaches 100%. So, choose a different perk at first, and then when the crew member reaches 100%, drop the first perk and choose Designated Target.
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Clutch Breaking (Available for Driver) - This is a very useful perk. It increases the speed at which your tank turns, which often determines survivability in close combat.
The rest of the perks that are available for crew members aren't particularly useful, at least not immediately. I generally go with this order:
For the first set of perks:
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Commander: Recon
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Radio Operator: Situational Awareness
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All other crew members: Camouflauge.
For the second set of perks:
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Commander: Leave Recon intact and choose Camouflage for the second perk.
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Gunner: Drop Camouflage and pickup Deadeye, and then reselect Camouflauge for the 2nd perk once it becomes available again (usually within 30 or 40 games)
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Driver: Drop Camouflage and pickup Clutch Breaking, and then reselect Camouflage when it becomes available again
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All other crew members: keep Camouflage intact and select Repairs for the second perk.
For the third set of perks:
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Gunner: Drop Camouflage and pickup Designated Target. Reselect Camouflage when it becomes available again.
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All other crew members: Repairs. If they already have Repairs, choose Fire Extinguishing.
For the fourth set of perks:
- Gunner: Drop Camouflage and pickup Snap Shot. Once Camouflage becomes availalbe again, reselect it.
- At this point, for the remaining crew members, you should have the essential perks I listed above, plus you should have each crew member at 100% Camouflage. The next most important are Repairs and then Fire Extinguishing. After that, it's your call. The remaining perks, in my opinion, aren't very useful.
Basic Gameplay Strategies:
Scouting, on the move: If you have a fast tank, load it with gear and crew perks that improve your view range, and then use the tank's speed to constantly be on the move. By moving, your tank will be difficult to target and hit. The rest of your team will need you to 'light up' or 'expose' the enemy tanks so they can shoot them. Don't scout too far ahead, and don't stop moving. In the beginning of every game, some scouts move so quickly that the rest of their team can't support them because the slower moving tanks aren't in position yet. Quite often, scouts die too early in the game because they overextend themselves, and drive beyond the targeting range of their teammates.
Scouting, stationary: Load your tank with 100% Camouflage crew perks for each member, and a Camouflage Net. Also add gear that increases your view range. Then, when the battle starts, scoot as far as you can across the map and find a fat bush and park your tank directly on top of it. Try to position your tank so it's completely covered by the bush, and then stop moving. Once there, DO NOT MOVE or FIRE unless you absolutely have to. By staying stationary, and by not firing, your tank will remain hidden. Then, let your extended view range discover the enemy tanks and let the rest of your team do the damage.
Damage dealer, Tank Destroyer: The weakness with TDs is their fixed turret and inability to turn the vehicle quickly. So, the trick with TDs is to find a firing lane and stick with it. An open highway or a path between buildings, or through a valley. When the game starts, move about 1/4 of the way across the map and then park in a bush. You should have a Camouflage Net and multiple crew members with the Camouflage perk. Once the battle begins to swing your direction, start moving forward across the map. Always try to remain inside a bush, and always try to keep your Camouflage Net active. To avoid moving your TD accidentally, you can press the "X" button and it will lock your TD into its current position and prevent accidental movement.
Damage dealer, Heavy Tank: Stick with others. Avoid open ground, and avoid being alone. Avoid locations that can be targeted from multiple directions. When the game starts, follow the group, and hug one line of the map, or choose a path through a valley or set of buildings where you can't be exposed from multiple locations. Also, check the enemy's roster. If they have artillery (brownish icons), then you will need to keep your tank on the move, constantly moving forward and back, or side to side. If there are buildings, hug tight to them, and be conscious of the enemy's originating location on the map and the probable path of artillery fire. Keep yourself covered from shells that might be coming from that direction of the map.
Supporting tanks (mediums): Stick with the heavy tanks. They won't be able to move around as quickly, and they often get pinned under fire. Your job is to flank the enemy, or give them something else to shoot at. Use your speed and mobility to support the damage dealers.
Damage dealer, Artillery: When the game starts, move to the best possible location for the current map (you can learn where to go by watching where other artillery members setup on specific maps). You should have a Gun Rammer and a Gun Laying Drive. If you can park on a bush, do it. You should also have the Camouflage Net and at least a few crew members with Camouflage perk.
Game Mods:
Weak Spots - This is the most useful mod you can install. These are tank skins that have been modified to show the weak spots of every tank. Basically, when you aim at a tank, it will look identical to its normal 'look', however, there will be sections of it marked in different colors. The weak spot skins that I use have the following color distinctions: Yellow = crew members, Purple = ammo rack, Green = engine location, and Red = easy to penetrate locations on the tank.
I didn't know about weak spot skins until I already had my tier X tanks. Now that I have the skins, it makes the game much easier. With weak spot skins, the goal is to shoot the tank in the areas that are marked with paint. I generally try to kill tank crew members or shoot the engine. Even if I lose the fight with another tank, I've usually crippled that tank by killing multiple crew members or slowing its movement speed in half by damaging the engine. At that point, the tank becomes an easy kill for my teammates.
XVM - This is mostly a statistic mod. It will show you which tanks (players) have high win percentages. It also performs many other functions, but there is only one that I find truly useful. XVM will track enemy locations on the minimap. When the enemy disappears, it will leave a mark on the minimap that indicates the tank's last known location. This is very helpful, as I'm not always staring at the minimap, especially when I'm involved in a close combat fight. The 'last known location' indicators prevent me from traveling into an area that is heavy with enemies.
There are many videos and guides that will explain how to install the above mods. You'll find the videos on YouTube, and you can even find official forum posts in the World of Tanks community that will explain how to install them. At the very least, you should install the weak spot mod. It will give you an edge.
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