What is influence in world of tanks. Wargaming is deceiving World of tanks players

Stats are highly valued by many World of tanks players. One of the most noticeable and obvious parameters for comparing the skill of WoT players is win rate.

What is win rate in WoT

- the ratio of the number of victories to the total number of battles fought in World of tanks multiplied by 100%.

As is known from the course of mathematical statistics, the larger the sample, the more reliable the statistical data. What does this mean in World of tanks language? This means that you should pay attention to the percentage of battles if the player has spent a lot of battles in World of tanks (1000 or more). Moreover, the more battles a player has fought in World of tanks, the more reliable data is displayed in his statistics.

If a player has fought more than 10,000 battles and has a win percentage of 50 or higher, this means that he plays better than most WoT players, and the influence of random factors in such a sample is minimal. Tanker statistics and achievements can be viewed on the website or in the World of tanks game itself, or in ours.

Does the skill reflect the percentage of wins in World of tanks

In the battles of World of tanks, three outcomes are possible - victory, defeat, draw. A draw in World of tanks is rare, let's leave 1-2% of the total number of battles in WoT for this outcome. Defeat and victory are opposite events, if one team won, then the other lost. Therefore, the frequency of victory and defeat should be the same - 49% each (the remaining 1 - 2%, as mentioned above - draws).

Let's assume that all WoT players have absolutely the same level of play (skill), and there are no external irritants affecting the outcome of the battle, then with a sufficiently large number of battles (large sample), each player will have 49% of wins - this indicator attracts the player statistics.

What does win percentage above 50 mean?

So we have considered theoretical example where all World of tanks players are equal, but in reality they are not. And win rate over fifty, with a large number of battles, it just shows that the tanker acts better than the average opponent, and by his actions he helps the allied team win more often.

The influence of randomness in World of tanks, of course, is great, but it is leveled by a large number of fights. Since with a large sample, the influence of randomness will be minimized - you will be thrown to weak teams in whole series, then to strong ones, the projectile will ricochet, sometimes from you, sometimes from your enemy, all this is equalized with the number of fights.

What does win percentage below 49 mean?

From World players of tanks, you can often hear that if the percentage of wins is below 49, then this means that such a participant only interferes with the team, spoils everything, and it would be better without him at all. In fact this is not true. A win percentage below 49 means that the player is performing worse than his average opponent, that is, not doing harm, not inactive, but not playing well enough - these are, after all, different things. A player's sabotage may be indicated by a percentage of wins below 40, or a tendency to deal damage to his own.

If your percentage is below 49, or higher, but you want to improve it, then this can be done. How? Better play and fix stats. The more fights on the account, the more reliable the statistics, and the more difficult it is to fix it, since a few successful fights will simply dissolve in the mass of old unsuccessful ones. But this is not a reason to despair, a large number of unsuccessful battles is a reason to change the approach to the game and have many successful battles. The complexity of the task only makes it more desirable.

Where to start improving statistics in World of tanks

To begin statistics improvement worth studying it, go to World of tanks or to your account on the official website of the game and look at which tanks you have a high percentage of victories, which ones are low. At the same time, again, remember that the more battles played on the tank, the more reliable the statistics.

How to increase the percentage of wins in WoT

There are two simple ways improve the percentage of wins in World of tanks. It is up to you to decide which one to choose, but for each of them you will need to play hard, study the tactics of actions on a particular tank, and improve your skills.

Method 1 to improve statistics in World of tanks

If, after looking at the statistics, you find that one or two tanks stand out in terms of statistics for the better, while there are quite a lot of battles on them, then you can play more on these two (or one) combat vehicles. At the same time, it is worth additionally studying information about the tank, looking at guides, noting the strengths and weaknesses of the tank, equipping the selected combat units with the best consumables, transplanting good crews into them, installing the best modules. Since the statistics show that you act correctly on these tanks, and you can often influence the outcome of the battle, which means you will improve the total statistics of your account in World of tanks.

For example, you noticed that your statistics on the KV-1 is good and you win 55% of the battles on it, while you have already played more than 700 battles on this heavy vehicle. Choose this tank, improve it as much as possible, just in case, look at our website, mark something new for yourself, or vice versa, share your skills and win on it, correcting the general statistics.

Method 2 to improve the percentage of wins in World of tanks

If, when looking at statistics, you find that you showed the worst results on low-level vehicles when you first started play world of tanks, then this situation can be corrected. You can improve the total statistics, bringing unsuccessful results to the level of 49 - 50 percent.


For example, you found that on the T-26 tank you have 35 battles and 43 percent of victories, buy this tank, watch video tutorials on our website, install good equipment on the tank, and level the position, because now you are an experienced player, and you can better act in every fight.

Having spent about 31,000 battles in World of Tanks over two and a half years, I have formed my own opinion on one of the most controversial topics in the game, which I will try to convey to you.

So, I'm sure that conspiracy wargaming does not exist. Does not exist at all - from the word "absolutely".

A player's win rate is affected by two things: psychology and mathematics. There are simply no others.

Factor number one: PSYCHOLOGY.

The game of all players without exception is influenced exclusively by psychology, or rather, the emotional state of each specific player in each specific battle. Let me explain.

The entire audience of players can be conditionally divided into two groups: the so-called "shkolota" (I'm not trying to offend anyone, I'm not putting a negative meaning - I'm just using a common term) and "fathers of families".

1. First group- these are people from ..... years (I even met 6-year-olds) to 18-22 years old. The conclusions about the observations of this group are based on the example of the game of my 12-year-old son and his friends. They are not interested in the percentage of victories as such. They heard about him, even sometimes look - but, in general, they don't give a damn about him. They have a specific little goal - get to the Y tank....kill the Z car.....put in a new cannon.... They only go into battle to gain experience - no matter how much. They are not interested in the strategic result, they do not count on a few steps forward - THEY NEED TO URGENTLY UNLOCK THAT TANK! The main thing is that sooner or later they will receive it - everything! They don't have a winning mentality - they have a recipient mentality. Moreover, they are ready to receive at any cost. If you try to explain to them that playing to win will bring more, they understand, they are even ready to give examples from their own practice of successful battles - but ... "I'll go for a drive in a tank, gain experience" ... That's it! It's not their misfortune - it's the misfortune of us, the elders, that we missed a generation: the psychology of victorious fighters was replaced by the psychology of user-consumers. They just want the final product (at the same time, without setting ambitious goals for themselves, a momentary result is enough for them), and they don’t think about the effectiveness of the efforts / time / etc. spent. But this is too deep a question, and it is not here to discuss it.

2. Second group- more difficult. People over 20 years old. Imagine that someone has come home from work. Tired. He has that winning mentality, he has strategic thinking - but he fought all day and he was tired. Just physically tired. He wants to rest - and he found his version of rest in the game. He disconnected from the world - and went into the hangar .... He remembers the goal that he set for himself a week / month / year ago, He values ​​\u200b\u200bhis time and effort - but he is tired! Or drunk (which does not exclude fatigue). Or quarreled with his wife, and splashes out irritation here. Or unnecessarily relaxed after a stormy date. Or .... yes, a million such "or"! All this in one way or another affects his physiological state - reaction, speed of thinking, perception of colors on the screen, speed of decision-making in the game, etc.

And this hellish mixture spills out into the open spaces of the random house. Someone is hunting for a specific tank (because the goal is set - "Expert"); someone fills experience on the device, to which the soul does not lie; someone gave a girl / brother / neighbor / mother-in-law a ride; someone is talking on the phone; someone is annoyed beyond measure, and someone is absolutely happy .... there are a billion options! But do not forget - everyone is in their own, individual, psychophysical state. Everyone has different goals in this fight - and often these goals directly contradict each other.

And what do you want in this porridge? It's easier on the Civil Code: everyone has one, common goal. In addition, people are familiar - and it is possible to predict with a high degree of certainty which of the clan members will behave. Yes, and the very preparation for the battle on the Civil Code makes everyone tune in, if not to one, then to several parallel-directed emotions. None of this will happen in random.

There is only one conclusion from all this: the team that has more people with similar emotions will win. And the balance of equipment has nothing to do with it - now this parameter in the game is set, in general, quite competently, and teams are selected approximately equal in terms of performance characteristics.

(Of course, the age limits are given purely conditionally - it is impossible to determine them absolutely accurately. As well as the division of players into two groups was made only in the interests of this article, to clarify the idea).

Section 2: MATHEMATICS.

There is a strong belief in the game that it all comes down to an average of 49% wins, the same number of losses, and 2% draws. This opinion is supported, including by the developers (or formed by them - it doesn’t matter here), it is generally recognized, therefore, we will accept the numbers as true.

All the players studied (or study) at school, therefore, anyone can understand and double-check the calculations.

At the first stage of being in the game, by definition, a person cannot play well (of course, there are all sorts of unique ones, but their number is negligible). (I personally consider the first stage to be 4-4.5 thousand battles. Around this time, he acquires the first “top” and begins to understand at least something in the game). There are a lot of explanations for this - ignorance of maps, tactics, performance characteristics, lack of experience in lightning-fast response to situations in battle, etc. In the end, his thoughts are focused on getting the coveted IS-7, and he cares very little about statistics - he is in a hurry to jump out of the battle and go to a new one. Based on all the above figures, we get the following picture:

Fights - 4500
Wins (49%) - 2205
Draws (2%) - 90
Losses (49%) - 2205

Here he thought about his own statistics, and decided to raise it. From the point of view of the players, a person with a 53% win rate and above is considered quite good. With 2% of draws, his losses will be 45%. Interest is a good thing, but let's calculate it in absolute terms. If he immediately reached the indicator of 53% of wins, then the picture would look like this:

Fights - 4500
Wins (53%) - 2385
Draws (2%) - 90
Losses (49%) - 2205
Difference - Wins +180 (8.16%), Draws 0, Losses (45%) -180 (8.16%)

But in this case There is one more figure in absolute terms: the difference between victories and defeats. In the given example, it will be 2385 - 2025 = 360 fights. If the player keeps this difference, then by 10,000 fights it will be a completely gloomy figure for him ((((10,000 - 10,000 * 2%) - 180) / 2 + 180) / 10,000) = 49.9% victories.

Therefore, in order to achieve a result of 53% (in addition to 10,000 fights), he will need to reach the win/loss difference of 800 fights. For 5,500 upcoming battles, he will have to win ((((5,500 - 5,500 * 2%) -800) / 2) + 800) = 3095 battles. Or 56.27% of upcoming fights.

Over time, the player's ability to play World of Tanks (the so-called "skill") grows, even if he does not strive for this. He remembers maps, gets used to this or that tank and its behavior, studies successful moves, penetration zones are stored in memory, etc. Some people have more skill, some less, but they have it. It's like a muscle - you can pump it up in the gym with the help of "iron", or you can accompany your wife to the store every day and carry full packages; in both cases, muscle tissue will be strengthened, the only question is the degree of its development.

However, as in the example with muscles, the skill itself cannot grow in leaps and bounds. It just doesn't happen - this is not the cost of Gazprom's securities on the stock exchange. The process is progressive, with a slight increase. But I really want to raise the numbers in the statistics .... And what does the player do if this desire prevails? He is looking for options, one of which is a joint game with companies. As practice shows, this is enough effective method to increase the percentage of wins (but in the realities of World of Tanks it is often not associated with an increase in personal skill), an illustration of which is the data in the information about the accounts of "extras". (Here we will not touch on the topic of the so-called "twinks", since the process of developing such a character initially starts with more favorable conditions in the form of a high skill and existing game experience). The most interesting thing is that when analyzing the reasons for the success of increasing statistics in companies, we will come to the question of psychology, i.e. section 1.

It would seem - a vicious circle? No, ladies and gentlemen - I would call it a closed system in which two equivalent factors organically complement each other: mathematics and psychology. And there is no conspiracy of Blood Wargaming regarding the players - there is not one objective reason that would force the company to do so. And there is no mechanism capable of in a matter of seconds, passing between pressing the button "To battle!" and the starting point, collect and analyze the psycho-physiological state of hundreds of thousands of players ready for battle; but then you also need to distribute them so that they are in conflict with each other, while taking into account the skill and balance of equipment .... This is simply NOT NEEDED for any Wargaming.

So calm down - all your statistics depend solely on you and your actions in World of Tanks.

Good luck on the battlefield, tankers!

The release of the updated Global Map is getting closer, which means it's time to lift the veil of secrecy and introduce you to GC 2.0.

When developing new card one of the important tasks was to solve the main problems that players are now facing.

More provinces - more space
Currently, the number of clans playing in landing tournaments significantly exceeds the number of available provinces, which makes the competition incredibly strong.

New map has a flexible architecture, and if necessary, we can expand it to an almost unlimited number of provinces: two, five, ten times more!

Everyone will land
On the current map, in order to capture a province, a clan needs to go through a landing tournament without the right to make a mistake, spend a lot of time fighting, but in the end there is no guarantee of success.

On the updated global map , in addition to more provinces, will be introduced new way hits on the map, while it will be possible, as before, to capture territories in landing tournaments.

Choose the level of technology
The recent introduction of additional regions for Tier VIII vehicles has shown big interest players to participate in battles in this format.

Next generation global map will have regions with vehicle tiers similar to sortie battles: VI, VIII, X. Accordingly, profitability and opportunities will differ.

With the exception of campaigns and other in-game events, which are held infrequently and regularly due to current architectural features, the map does not set the ultimate goal for the clans.

Global map 2.0 has a completely new architecture that will allow it to work on a seasonal model. In each season, clans will have the opportunity to compete for victory and special prizes.

Other innovations
Chips are no longer needed, they will be replaced by divisions

A division is a combat unit fully equipped with the required number of tanks, regardless of the number of fighters in the clan. Now it will not be necessary to keep inactive players in the clan, there is no need to move one chip to full membership, and you can be sure: if the fight is scheduled, it will take place.

Division of the map into fronts

Regions will give way to fronts, each of which will have customizable borders, province composition, battle rules, available vehicle tiers, or even a set of specific vehicles. Each clan will be able to choose a front convenient for itself.

New game currency for the Global Map - influence

In order to conduct combat operations and perform other operations on the Global Map, clans will need influence.

What is it for:

  • Landing on a map without participating in landing tournaments.
  • Purchase and maintenance of divisions, as well as additional modules for them.
  • Investing in a province to increase its profitability.
  • Protecting your province under certain conditions.
Influence can be obtained in two ways:
  1. Combat operations on the map: when an enemy division is destroyed, the winner receives a part of its cost.
  2. Participation in Strongholds sorties: in addition to industrial resources, sorties will also bring influence, the amount of which will depend on the division.

Influence will allow clans not to depend on a limited number of chips and their “freezing”, independently regulating their activity on the map. Influence can also be accumulated in unlimited quantities, which will make it possible to plan long-term operations.

It is worth paying attention to the fact that influence cannot be purchased for in-game gold, exchanged for industrial resources or loans.

New interface and visual component

In addition to technical changes and mechanical innovations, the map will be radically redesigned both visually and in terms of usability. Navigation will become more convenient, many new information, flexible filters, and a system of pop-up hints.

Wargaming management is increasingly deceiving players. The company is increasingly using its capabilities not to improve its games, but solely for the purpose of extorting money from players. Resounding success Online Games World of Tanks attracted huge interest in it. To date, She is the undisputed leader in its segment and the most popular game in the CIS countries. Every day, hundreds of thousands of people take to the virtual battlefields and take part in tank battles. Although access to the game is absolutely free, Wargaming offers fans of tank battles quite a lot of different "goodies" for real money. At the same time, many players willingly pay for paid products, including premium accounts, inscriptions and camouflages for cars, game currency and special equipment. It is premium paid tanks that are increasingly frustrating fans of the game.

Latest news from the world of World of Tanks

Wargaming is stealthily nerfing Premium Tanks

The developers keep telling us that premium technical schools are never nerfed, because you paid real money for it, we can only upgrade and nerf the upgraded vehicles. Recently it turned out that premium vehicles were nerfed from the players (we reduced the performance characteristics of vehicles by worsening their hidden characteristics, spread, turning speed, mixing ...). It always seemed to us that they were nerfing it, but they couldn’t prove it, so one of the English-speaking users of Stallman found out that the premium strv s1 tank destroyer was hidden in siege mode, now there is a message from Anton Pankov “hello ps1 will check, most likely this is a bug display, thanks for the signal” what, of course, what else could we expect from the developers “of course, a bug”, as if it seemed that the premium tank was lowered, but there are proofs. Many users have already been able to verify that update 09 17 to update 0.9.19 of the tank’s performance characteristics changed the turning speed was nerfed by more than 2 times, the time to switch to hiking mode was 1.25 hundredths, it became 1.3 difference to 0.05, and also went to cross-country ability this potential turning speed speed turning on hard ground on medium also resistance undercarriage on hard ground. Now it has become interesting how the developers will get out of this situation, as far as it became known, we open the WOT express site, many of you already know and what do we see here, a lot of players began to demand a refund for the money spent earlier to buy a Swedish Swedish tank, in this case, premium tanks 8 level strv s1. I wonder how it will end, I think I regret those who bought strv s1, I know you will write in the comments that the developers are finished and you will be completely right.

How can wargaming get out of the situation in this case with the fact that they were finally caught with a big proof, all the data was written out, many will already demand a refund, we are following the course of events.

New World of Tanks balancer

New information about the balancer in World of Tanks, as shown by the latest tests new balancer 0.9.18 World of Tanks does not work correctly. We will conduct a test for a series of 20 battles on different accounts, the test showed that players get into the TOP much less often at a low level on a level vehicle, and it was also found that after 20 battles on different vehicles, players get to the bottom of the list or the middle of more than 80% of cases .

Also, map ranking showed an incorrect distribution of repeated maps, although the situation has changed, as it was in the previous patch 0.9.17, from which we can conclude that the balancer works very peculiarly and chaotically. In addition to the fact that the new balancer will throw you into unfavorable teams according to the internal statistics of the server, you will also enjoy not breaking through and not hitting the target.

The balancer works in such a way that out of 100% of battles, and it is possible that you will get into the TOP no more than 15-20%%, all other battles you will spend at the bottom or in the middle of the list, this is clearly seen for vehicles of levels 6 and 8. For Tier 6 vehicles, most often getting into the TOP is when the whole team consists of one Tier 6 for Tier 8, the situation is approximately the same. If you start to win, the balancer solves this "problem" very simply by periodically throwing you into a team where the statistics of your team's players are lower than the opponent's team. You can observe this simply by installing the XVM mod.

Personal reserves

The use of personal reserves as another deception.

It has been noticed that the use of personal combat reserves in World of Tanks reduces the ability of players to fully participate in hostilities, each inclusion of combat reserves leads to a decrease in the dynamic characteristics of any tank in battle, which was established by a special mod that determines the characteristics of military equipment directly when the player enters the battle . As the test showed, on average, the percentage change of 10% of the characteristics of accuracy and information, dispersion on the move, as well as the accuracy of hitting with full information and some other parameters decreased when using reserves.

As soon as you think that Wargaming has given another opportunity for free to earn combat experience or silver, you are greatly mistaken, since each use of a personal reserve reduces the characteristics of your equipment in battle.

You will use combat reserves and your win statistics will start to decrease, if you build an elementary graph and analyze the statistics of victories for several days with combat reserves enabled and without combat reserves, you will see that when using combat reserves, the statistics of victories on tanks are much lower than without them enabled. As a conclusion, this means only one thing: when using personal combat reserves in World of Tanks, an artificial problem is created for you so that you cannot create conditions for yourself under which your tank will gain maximum amount experience or earn a large amount of silver, as this is primarily unprofitable for the Wargaming company, where the main objective It's about making money off the players.

In order to create a visible entourage of sports interest and a competitive moment in the game, the methods of advertising and paid bloggers who stream on YouTube are used. attraction sports teams which by sponsorship create some illusion of equality of all players and the possibility of using tanks in the game, but as practice has shown, all this is a hoax, which is just one more proof of the dishonesty of Wargaming in relation to all players.

As a result, all of the above clearly shows that Wargaming is not interested in fair fights, the only goal of Wargaming is to extort money from players by any means.

Deliberate scam

Since the recent pros in the World of Tanks community, rumors have begun to circulate about a scam by Wargaming net aimed at programming battle leaks. The essence of the claims lies in the disturbed balance of the game, which carries out deliberate and systematic battle drains, regardless of the skill level of the players.

On our website, we decided to make an article about fraud in the World of Tanks game. In the well-known Patent of Viktor Kisly, of course, nothing is said about getting a player into a losing battle, as well as about nerfing a vehicle that constantly wins. The Patent only mentions a table of vehicle battle levels and the conditions under which a player enters a certain battle level on a particular tank.

One of the bloggers who makes videos on the game and puts them on YouTube devoted a whole series of videos to this problem. The Bee Channel Buzz and its creator urge everyone to refuse to buy premium vehicles for a while and generally refrain from any monetary investments in the game. The reason for his displeasure was the regular "nerfs" of premium vehicles. The essence of the claims boils down to the fact that the developers of World of Tanks regularly deceive players who invest their own money, reducing specifications not only simple tanks, but also those that can only be obtained for money.

Changes in the parameters of all machines in the game occurred constantly. This is due to the constant addition of new nations, development branches and individual machines. However, premium paid tanks were inviolable for a very long time. Now the creators of the game have taken up them. In almost every patch, several new samples of exclusive vehicles are released. Moreover, in order to force players to buy it, the developers are gradually making the tanks that the players already have less competitive. Their speed decreases, armor deteriorates, maneuverability disappears. Accustomed to punching through all opponents, the player suddenly discovers that he has “lost aim”, and the fired shells more and more often fall into “milk”. Moreover, all these troubles instantly disappear when buying a fresh "prem". But he also begins to “sick” after the release of one or two fresh updates. The blogger sees the company's bad faith in this and urges all fans of the game to ignore all paid offers from Wargaming until the developers pay attention to the problem and offer a solution that would suit everyone.

World of Tanks or how Wargaming is lying to the players earning millions on them

To make money on a game, it must be popular. And to become such, any game can become only in one case: the players must believe that something depends on them. If for some reason the opposite happens, then any game is practically doomed. After a series of publications in the Western gaming press revealing publications regarding the technologies on which World of Tanks is based, its popularity has declined significantly. For the CIS countries, this scandal went almost unnoticed. Everyone here is used to thinking that the serious difference between the number of players on European, American and Russian servers is due solely to the fact that they do not understand anything about real tanks and genuine armored prowess there. But it is not so. The reasons are different.

Patent of Viktor Kisly

Shortly after the launch, a number of publications were placed on their websites detailed description the so-called "Sour Patent". Its author Victor Kisly is one of the founders of the company. It was he who developed the technology of "maintaining interest in the game", which the company has been successfully using to this day. The essence of "Sour's patent" is quite simple. All players must regularly both win and lose in order for the overall interest to be kept at the desired high level. For this, a special technology has been created. The system automatically assigns players a special coefficient from 0 to 2. The size of this coefficient depends on the number of victories won in battles. If you are too successful and start winning all the time, the system will automatically start to reduce the characteristics of your vehicle.

The World of Tanks random rules provide that a number of important game indicators can fluctuate significantly. Among them:

Scatter when firing;

The amount of one-time damage;

The probability of a ricochet;

Ability to deal critical damage;

Damage to internal modules;

The ability to break through enemy armor and so on.

balancerfighting in World of tanks

However, World of Tanks fans increasingly began to notice that a series of victories is necessarily replaced by a series of drains. Many people have a natural question: if the outcome of random battles is 99% predetermined, how can you merge it? How is the team assembled, which will lose with a probability of 99%? Even despite the WBR plus or minus 25%. How then can Wargaming program the drain?

Attentive WOT players note the two most obvious ways.

The first way to drain in World of Tanks refers to the maps, respawns and modes chosen by the player. The Patent says that a certain percentage of victories is stored for each level of battle of a vehicle and for each tank. The matchmaker is allegedly only responsible for forming teams and choosing a map, after which he sends both teams into battle. It is also managed by the game server, i.e. the same VBR plus or minus 25%. Therefore, if a weak team, according to all forecasts, is obliged to lose the fight, suddenly begins to actively resist and win, the notorious VBR by all means begins to prevent it from achieving victory.

The second of them concerns directly the balance of teams. This does not mean the total difference in strength points between teams, but the ratio of vehicle types. For example, two teams fight in the Encounter Battle mode. One team is equipped mainly with medium tanks, ATs and a couple of heavy tanks. The enemy team, on the other hand, has predominantly heavy weapons available. If in this situation it occupies a common base, then it will be very difficult for a team with medium tanks to fight with such an enemy. Accordingly, the probability of coordinated actions of a random team and subsequent victory tends to zero.

The main rules of the World of Tanks balancer

Everyone who connects to the World of Tanks server is assigned a certain status, not only to his account, but also to all your equipment in the hangar, the naive think that they are distributed by the balancer only when entering the battle - this is not so! As soon as you enter the game, the balancer knows for which range of maps and in which team by weight and statistics to determine your any tank when entering the battle.

First Battle Rule World of Tanks

As you know, on different maps for the same tank, a different percentage of victories. All cards are divided into two groups for each of your and only your tank in the hangar, the first group is the group of cards on which you have a higher percentage of wins on this tank, in the second where the percentage is lower. When entering the first battle, the balancer determines you on the map where your influence on the game will be below average for this type of vehicle.

Did you think that Wargaming would let you earn two, three or five times experience for free?

Single tank win rule

Account-wide win rule

ruleballistics

Skill balancing rule

The rule of influence on the battle by the level of technology

It is generally accepted that all this is regulated by the almighty VBR or the Great Belarusian Random. However, in reality, everything happens not quite by chance. So, if some players win too often, while others lose too often, the system independently begins to correct all the indicators of their technique. The level of one-time damage, for example, can differ by +/- 25%. All other significant indicators fluctuate approximately in the same range. For "too" successful players, everything "suddenly" becomes unhappy, and now a tank destroyer of the tenth level, in an unthinkable way, cannot hit or penetrate an obviously weaker enemy. The shells go into milk or just knock down the tracks of even the lightest and most defenseless tanks, without causing them the prescribed damage. Crooked opponents, on the contrary, start to hit the desired pixel “from the top”. And without fail, producing devastating fires and destroying the internal modules of your tank. Add to this the fact that the system also independently distributes participants, placing them in the TOP or at the bottom of the list in battle. It turns out that very little depends on the skills or skills of World of Tanks players. Everyone will get their fair share of wins from good developers. The main thing is not to forget to donate and pay for premium equipment, preferential accounts and other goodies provided by the "Sour patent".

Taking advantage of the popularity of the World of tanks game and the desire of players to get unique content, scammers seek to lure money from users. Learn about all the possible tricks of attackers. One of the most popular World of Tanks-related scams is offers to buy bonuses and invite codes necessary to receive in-game property, including items that cannot be bought with in-game gold.

Invite code

Invite code - is entered only when creating an account.

Bonus code - can be entered at any time during the game.

Ways to get official bonus codes:

1) At events organized by Wargaming;

2) Together with the official goods of the company and its partners;

3) On the official website during the promotions.

Any other way of acquiring bonus codes is one of the options for fraud.

Fraud options:

Bonus code

1) Offers to buy bonus codes that make it possible to purchase equipment that cannot be bought for game gold.

Such codes can only be distributed by Warganing and its official partners, and the number of these bonus codes is negligible, so it is unlikely that you will be offered a real code. It is worth buying such codes only if it is possible to activate it immediately, with the seller.

2) Sites that sell bonus codes.

In order for the activity of the site to look convincing, comments are published on it confirming that all codes are working. Naturally, they were left by the attackers themselves.

3) Fraudsters introduce themselves as partners or employees of Wargaming, or convince.

First of all, it is worth considering, if the seller is indeed one of the representatives of Wargaming, why he sells codes, and does not distribute them as a bonus for purchasing their products, or for taking part in an event organized by them.