Today we're peeling back the curtain on some of the major changes coming in the 8.6 Update, shared to us by Michael Jivetc, Producer on World of Tanks. Read below for more information.
In our opinion this is one of the most significant changes that we are bringing to the game since 0.8.0.
For those who might be interested, here's the statistical theory behind the mechanic. In game, we currently use the normal (Gauss) distribution to calculate the values for shot dispersion. However, a limit for shot distribution has to exist, so all extreme values are restricted to the edge of the aiming circle. In simple terms, the limits for the most inaccurate gun would still be the limits of the aiming circle.
Currently, in Version 8.5, we have a 1.3 sigma set as a limit. This means that approximately 19.4% of shots will land at the edge of the aiming circle. There were good reasons which this limit was chosen back in 2010, but the game has developed since then and we are ready to move on.
For the 8.6 Update, we have decided to change the distribution model used for accuracy calculations, by increasing the limit to 2-sigma. This means that now only 4.6% of shots will land at the edge of the aiming circle. That’s nearly 4 times less than under the old model!
We have also decided that the spike on the edge of distribution is no longer required, so the landing points for shells will be distributed equally from the center to the edge of the aiming circle. This means that overall there will be much fewer shots landing directly on the limit of the aiming circle. In other words, the shots will be more evenly distributed throughout the aiming circle.
It means that the accuracy of all guns will greatly increase. Players will notice much fewer shells falling on the edge of aiming circle; in fact such shots will become incredibly rare. We are decreasing the influence of random factors in-game, which means a corresponding increase in the value of player skill.
These changes will apply to all tanks and tank destroyers in the game. We have decided not to apply these accuracy changes to SPGs as it could potentially damage gameplay too much. The change will be compensated for by a slight increase in shell dispersion. If you've already seen leaked information about the 0.8.6 Update SPG characteristics, please do not worry. It's not a nerf, just measures to avoid "over-buff." The overall accuracy of SPGs will be pretty much the same, just more predictable.
Currently, the way the mechanics work means that the effect of HEAT shells is barely different to normal Armor-Piercing shells. To increase the difference between them, and also to decrease the influence of HEAT shells on gameplay, we have decided to change their mechanics in the 8.6 Update to make them more realistic:
Overall, these changes mean that HEAT shells will now have ricochets instead of penetrations with 0 damage and less armor penetration values when it meets spaced armor (Maus drivers will love this change). Also of note, the tracks of a vehicle will also count as spaced armor for HEAT shells.
Currently, camouflage patterns and camouflage net values work as multipliers in the overall camouflage calculation formula. So if the base camouflage values for a particular tank are low, the provided advantage from the both devices will also be close to zero.
We have decided to change this. From now on, the values for vehicles and camo devices will be cumulative. This means that now the camouflage net and camouflage pattern will provide fixed bonuses which will only differ based on the class of the vehicle. For example, TD's will receive the highest bonus.
To avoid side-effects with having nearly invisible TD's, it was decided to decrease the overall camouflage bonuses provided by bushes and fallen trees.
Currently TDs and SPGs receive penalties on the amount of experience points they receive per battle. TDs currently receive 33% less XP, while SPGs receive 50% less than regular tanks.