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What is the efficiency in World of Tanks? How to find out the player's efficiency in the World of Tanks?

The popular "tank shooter", which has attracted millions of players around the world for several years, provides an opportunity for each of the users to manifest themselves in the fields of virtual battles. Someone shows outstanding game results, someone is much more modest, but the principle of the game inevitably forces participants to compare statistics between each other.

What is the efficiency in "World of Tanks"?

To put it bluntly, with reference to the "World of Tanks", the player's efficiency is a composite indicator of "usefulness" in each particular battle. This is a set of characteristics that fairly clearly show how effectively a user damages or destroys enemy equipment, scouts enemy positions, captures someone else's (or protects one's own) base.

Efficiency evaluation systems

In the past few months, developers have introduced a system of personal ratings, the use of which is trying to reorient the gaming community. It must be said that this innovation does not cause much interest among the players due to the opacity and ambiguity of the counting system (game developers traditionally hide such nuances from users).

The rating system, necessary as air, has long been introduced by fans of the game on third-party Internet resources. Also, all new accounting systems are periodically appearing. At the moment, the most popular resources are: WN5, WN6, WN7, Bronesite, wot-noobs.

Separately it is necessary to say about the portal wot-news. This site is the most "untwisted", appeared one of the very first and is a recognized leader in evaluating players, where you can check the efficiency of "World of Tanks". Suffice it to say that the "Rating of Efficiency" provided by this resource is used as the same efficiency in all the game client modifications, without exception, affecting aspects of the statistics of each particular player (programs called "Olenemer").

Who needs it, your efficiency?

The question "what is the efficiency in the" World of Tanks "is set once by each of the participants in the game, and the answer to it, in essence, is simple:

1) Efficiency is needed in order to be able to amuse your self-esteem player: after all, it's so nice to realize that your trunk is longer and caliber than your neighbor / classmate / boss. You can see what to strive for, what game goals to set for yourself.

2) Efficiency is needed by the clan leadership in order to assess the potential of a possible recruit. Naturally, this is not the only criterion by which an opinion is made about a candidate for joining the ranks of the collective, but it is in many ways a priority. Suffice it to say that in declarations about recruitment to clans, the lower limit of this indicator is mandatory.

Pros and cons of settlement systems

Each of the above systems has both its pluses and minuses.

To the positive side, no doubt, it can be attributed to the fact that all players are compared by the same criteria, which allows us to speak about some objectivity. Also on any of the portals, the formulas on which the score is scored are thoroughly described, and one can learn the "World of Tanks" efficiency, so that each of the visitors can easily understand all the nuances of the game.

The negative formulas, in turn, can be the formulas themselves. More precisely, the balanced weight of some or other indicators used in these calculations. Whatever one may say, the degree of their influence on the final result is estimated by the compilers independently and is a subjective opinion. It can also be noted that players have long learned to "twist" their indicators in a particular system (by accent in battles to an action that has a high "balanced weight in the formula") to a certain extent, often to the detriment of others.

We estimate the efficiency independently

Declined from all the proposed options for counting, you can personally try to answer the question about what is the efficiency in the "World of Tanks", and make an impression of the usefulness of the player in the battle on their own - believe me, this is no less interesting!

For such a procedure, we need statistical information, formed inside the game itself and available on the page of each player.

The first indicator that we pay attention to is the number of battles conducted. If there are less than 4.5-5 thousand battles on the account, then it is premature to give any estimates: by this time the player has not even really understood the mechanics in-game, has not studied the combat maps, has not learned how to use these or other types of tanks in the right way. And he had very few tanks at all - he will reach the crown of one of the branches of development only for the fifth thousand fights, having received the first tank of the top level. True, this does not apply to the second accounts, which lead experienced players to raise statistics.

The second important indicator is the percentage of victories. It was found empirically that the average player's average score is about 49%. Accordingly, if our "experimental" is a proud owner of a figure of 44%, then we can safely conclude that it is (perhaps temporarily) unfit for profitability. Here it is important to note: if a person has 20-30 thousand fights and 43%, then it is hopeless. In the event that the figure is higher than 50%, this is an occasion to look at the player more closely, by the principle "the more the figure - the more carefully we analyze".

The following figures, important for understanding, must be considered in the complex. The standard game window of the statistics of the participant of fights allows to reveal its preferences in tactics, and we use this and draw conclusions. For example, the character in question holds a large number of battles on heavy tanks of 8-10 levels from the Soviet and German development lines. According to the realities of the game, these tanks are heavily armored, perfectly armed, but not very mobile monsters, which inevitably affects their use in combat. These are breakthrough tanks, a technique engaged in "punching" enemy defense, first-line tanks. If the player on this technique has a large amount of damage inflicted (on average, there should be more than strength points on the tank itself, about one and a half times), as well as a considerable number of "profile" gaming medals (such as "Steel Wall", "Spartan" "," Armored Trooper "," Warrior "and some others), it is possible to draw an unambiguous conclusion that a person correctly uses his tank. However, if the average damage inflicted on such a tank is low, but there is a huge amount of destroyed equipment - this means that in battle he ignores his direct duties and is engaged in shooting "shortages".

In the situation with a light tank, everything is different: the task of this technique is reconnaissance. Here, for us to analyze the information on the amount of equipment detected, as well as the average experience on the tank (since it uses an indicator such as "intelligence loss") and medals such as "Scout", "Sentinel", etc., will help us analyze. EFFICIENCY "World of Tanks" can be viewed, but it is meaningless to expect much damage from this type of technique, since the caliber and damage of the guns do not provide for this kind of game.

An important indicator is the accuracy of the shooting, but here it is also necessary to take into account the nuances. For example, a professional artilleryman will never reach high values, since the scatter of guns and the constant dynamics of the movement of tanks in battle do not contribute to direct hits. Average damage is important for artillery. At the same time, if the player prefers to use medium tanks from the German development branch, then this indicator simply must be high, which is explained by the good accuracy and rate of fire of the guns. Well, accordingly, the medals "Sniper", "Shooter", "Sniper Tankman" and others - to help you.

Summarizing

Methods of analyzing the "usefulness" of a player can be a mass, and it is almost impossible to mention all of them. None of them are perfect, but at the same time each one allows you to compose an impression of the player and what is the efficiency in the "World of Tanks". There are no universal recipes, and anyone who is interested in this aspect of analysis can choose something that is most suitable for themselves. As well as come up with some kind of own rating system, suitable for him personally.

Dare! Good luck on the battlefield.

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