Cs go global elite matchmaking

First daily victory with the vehicle Coefficient of 2 No Exiting battle during loading screen or countdown No "Joining a battle" bonus. Since your tank is actually present in the battle until it gets destroyed, it can passively earn XP e. No "Joining a battle" bonus. Since your tank is actually present in the battle until it gets destroyed, it can passively earn credits e.

Exiting battle after countdown There is a penalty for XP earning, but only if the tank has not yet been destroyed. Also, if the tank was not destroyed before exiting, further XP can be earned passively while it remains on the battlefield, e. Credits as earned, there is no penalty. If the tank was not destroyed before exiting, further credits can be earned passively while it remains on the battlefield, e. Team Damage inflicted Small penalty, supposedly twice the amount of XP you would receive for causing the same amount of damage to the enemy.

Penalty to an amount of four times the repair costs required to fix the damage that was inflicted, limited by the total amount earned during battle. Team Damage received None. Half the repair costs required to fix the damage or a quarter of the penalty paid by the player s who caused the team damage, whichever is lower. You will NOT get experience for: Shots that deal no hull damage, destroy no module or kill no crew member. Shots that destroy a module that had already been destroyed prior except when a repair pack has been used on it.

As stated above, you must damage your attacker. For receiving titles in the "hero of the battle" window. No bonus experience for a draw or a lost battle. A specific bonus for "killing all enemy tanks" does not exist, but as listed above, the entire team receives more XP the more damage to enemy tanks is inflicted by the team see "Team performance factor".

For example, if it is "Operation Sniper", you would receive extra experience or credits for earning the "Sniper" achievement. Free Experience Free experience can be used in the research of any vehicle instead of just the vehicle it was earned with.

It can also be used to increase training level of skills and perks for crewmembers. Additionally, you can use gold to convert vehicle specific experience to free experience. The vehicle must be elite, i. Crew Experience Each crew member receives experience equal to the experience the vehicle earned in a battle, possibly modified by experience bonuses and penalties. To capture the enemy base, your tank must drive into the white circle in the enemy base commonly referred to as the cap circle or simply cap.

A green bar with the title "Enemy Base Capture: Each tank in the capture circle generates 1 capture point per second. You cannot generate more than 3 capture points per second.

Once you have completed the capture, the title of the capture bar changes to "Enemy base captured! If you leave the cap circle before capture is completed, all capture points earned by you are lost and the capture bar progress is reduced accordingly.

The same happens each time you get damaged while within the cap circle before capture is complete. Both hull damage and critical damage e. Once capture is complete, the round does not end immediately. There is a delay of at least 5 seconds before victory is yours unless the battle timer runs out earlier. According to Overlord this delay gets extended each time a vehicle is destroyed. The following outcomes are possible: All friendly vehicles are destroyed within the delay: All vehicles of both teams are destroyed within the delay: Draw Enemy completes base capture of their own within the delay: If you are playing the Assault game mode, then only one team owns a base that can be captured by the other team.

Everything else works as in standard battles. In Encounter Battles there is only one neutral base that both teams can capture. The same mechanics as in standard battles apply here as well, however there are two differences. First, in an encounter no capture points can be gained while there are tanks of both teams within the capture circle. Capture progress is simply halted and resumes if the intruding tank leaves the circle again. The other difference is that the capture rate is slowed down to 1 capture point every 2.

Visibility Not everything that happens in the game world will be visible to you at all times. Game mechanics and technical limitations alike limit what you can see at any given moment. The main reason for technical limitations is server performance. We need to distinguish three main terms that often get confused by players: Draw Distance - a technical limitation to being able to see tanks and other objects in the 3D world. Spotting Range - the game mechanics limitation to spotting, i.

View Range - a tank specific value only used for calculating spotting range, without any relevance of its own. The following sections explore each of these terms and other relevant factors in detail.

Draw Distance Draw Distance is the maximum distance at which fixed objects are drawn on your screen by the rendering engine. The bigger the draw distance, the more computing power is required both for client and server. The rendering engine used by World of Tanks sees the world as cubes. The map itself is a cube, and every object within that map cube is drawn within an invisible circle centred on and aligned to your view point. Everything near the boundaries of this circle starts to fade into a distance fog and everything outside of the boundaries is entirely invisible to you.

This circle is your draw distance. Maximum allowable draw distance this is defined separately for each map, usually m x m x m Medium: Server Horizon Even with your draw distance set to high, dynamic objects i.

This is because the server decides whether to send information about dynamic objects to you based on whether they are within the boundaries of a separate circle with a m radius circle prior to 0. It is unknown if the circle represents a sphere or a cylinder. Every vehicle outside of that circle will always be invisible to you regardless of your draw distance setting.

If a tank would be visible for you on the server, but you lowered your draw distance such that you cannot actually see it, the user interface will nevertheless draw the respective vehicle marker, it will appear above the invisible vehicle when you press Alt using the default UI; using UI Modifications can make it constantly visible.

You will however not see the tank or its outline. Self-Propelled Guns have another view mode available to them, the so called Strategic View , giving them a top down view on the battlefield regardless of drawing distance limitations. The server will also send information about all dynamic objects to your client that lie within that view port. Minimap The minimap is not part of the 3D world and thus unaffected by the limitations discussed in this section.

What you see on the minimap is however influenced by Radio Range discussed below. Shell Tracers For the visibility of shell tracers there are some special rules: Tracers from friendly vehicles are always shown subject to the above limitations to draw distance. Tracers from spotted enemy vehicles are always shown subject to the above limitations to draw distance. Tracers from unspotted enemy vehicles: Shots viewed by opposing team with the turret facing the origin of the shot from an undiscovered tank: View Range has no relevance of its own, its only purpose is to serve as a factor for calculating the spotting range.

It is not to be confused with draw distance , nor does it have any influence thereon. Note that unlike what the in game description of the view range enhancing equipment indicates, there is no m limitation.

View range is unlimited. The better your view range, the better your spotting range , at any range. The maximum possible view range you can currently v0. Minimum Spotting Range You will always spot any vehicle that comes within 50m of you, regardless of line of sight. Because you do not need line of sight, this is also called proximity spotting, and can be used on certain maps to spot enemies going past a choke-point without actually being exposed to them.

Maximum Spotting Range You can never spot a vehicle further away than m, the game engine performs no spotting checks past this boundary. Note that unlike draw distance limits, spotting range limits are the same in all directions think of a virtual bubble instead of a cube. Calculating Spotting Range Spotting Range is not a fixed value particular to your tank, but depends on the target you are spotting, its current position and situation. In other words, as many different individual spotting ranges are calculated by the server for your tank as there are targets within the minimum and maximum spotting ranges to you.

For each target the spotting range is calculated invidiually according to the following formula: If your spotting range to a vehicle equals or exceeds your distance to that vehicle, and you have line of sight, or if the vehicle is within the minimum spotting range, you will spot it. Otherwise it remains hidden to you unless spotted by another vehicle on your team that you are in radio communication with. See above for how effective view range can be calculated. Camouflage mechanics are explained below.

Spotting Mechanics To determine whether you have line of sight to a vehicle within your spotting range and will thus spot it, the server calculates a virtual vision ray extending from one of two view range ports on your vehicle to each of the six visiblility checkpoints of the target vehicle. If a vision ray is obstructed by non-transparent objects like houses, terrain, or even just a lamp post, this ray ends there and does not reach the target vehicle. Important to know is that both the vehicle being spotted as well as other vehicles from other players are fully transparent as far as spotting mechanics go.

If no vision rays reach their target, you will not spot it. But if at least one of the six vision rays reaches the target, you will spot the vehicle and it will light up if it was previously hidden.


The performance of your tank depends directly on the qualification of its crew. Each crew member is fulfilling one or several roles in your tank and the performance of your tank in those areas depends on their effective primary skill levels. For example, reload time depends on the Loader's skill. Reddit gives you the best of the internet in one place. Get a constantly updating feed of breaking news, fun stories, pics, memes, and videos just for you. Passionate about something niche? Reddit has thousands of vibrant communities with people that share your interests. Alternatively, find out whatís trending across all of Reddit on r/popular.

Total 2 comments.
#1 24.08.2018 –≤ 03:26 Harlantij:
In general, the beautiful news

#2 01.09.2018 –≤ 22:26 Animefreak130:
Somewhere I already noticed this topic, but anyway thanks