SS: Okay, I was AFK yesterday so I have no idea where this came from, I can't find the original post, but it was apparently written by _Quasar_ (EU forums dev) based on Storm's info in advance and people, who weren't supposed to see it saw it over the developer post tracker mechanism (lol, fail).
Anyway, thanks Trent and Ogogopogo, here goes:
Edit: original source where I got it from - http://forum.worldoftanks.eu/index.php?/topic/247547-changes-in-game-mechanics-086/
(I backedited the post and deleted it by accident, sorry about that)
In this article, we will explain the major changes coming to the game
mechanics that our producer, Michael Jivetc (Storm) has shared with us.
Note: The statistical theory behind some of the explanations below has
been simplified to make the article accessible to all. For those
mathematicians in the audience - please do not judge us too severely.
Changes to gun accuracy
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 is the statistical theory behind
the mechanic. In game, we currently use the normal (Gauss (https://en.wikipedia...al_distribution))
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 words, the limits
for the most inaccurate gun would still be the limits of the aiming
Currently, in Version 8.5, we have 1.3 sigma set as a limit. This means
that approximately 19.4% of shots will land at the edge of the aiming
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 Version 8.6, 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.
How will it affect the gameplay?
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 Version 0.8.6 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.
New mechanics for HEAT shells:
Currently the way the mechanics work means that the effect of HEAT
shells is barely different to normal Armour-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
Version 0.8.6 to make them more realistic:
• HEAT shells will start to ricochet if the impact
angle is greater than 80 degrees. (please note that every shell can have
slightly different settings). The armour penetration after ricochet
will remain the same.
• After penetration, a HEAT shell cannot ricochet inside the tank (as the shell is transformed into a continuous stream.)
• After penetration, the HEAT shell will lose 5% of armour penetration force for each 10cm of travelling distance
• After penetration, the force with which the HEAT shell continues to
travel through the armour will take into account the angle of impact
between the armour and penetration spot
Overall, these changes mean that HEAT shells will now have ricochets
instead of penetrations with 0 damage and less armour penetration values
when it meets spaced armor (Maus drivers will love this change).
Note: The tracks of a vehicle will also count as spaced armour for HEAT shells.
New mechanics for camouflage:
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
Changes to amount of credits and experience points received for battles:
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.
In Version 0.8.6, we will remove these penalties. This means that TDs and SPGs will receive much more XP per battle
We will also add an assistance bonus for keeping enemies tracked. If you
track an enemy and your allies then damage it or even destroy it, you
will receive a bonus in credits and XP. The mechanics will be similar to
the way the bonus for spotting currently works.