Visibility % Stat. Something that has been bugging me for years

Maybe I’m getting the wrong impression in the garage preview, even then 120% is ridiculous. There are a lot more tanks that should have lower visibility across most nations

I really don’t get what your going on about, and at this point I don’t care

Yeah, for sure, I’m not and avid Arcade player, but when I do play it, it is a enjoyable break from having to be a schizophrenic in Realistic battles.

You don’t seem to get a lot… Re-read my very clear and concise comment until you do.

Oh that… I didn’t mean to be aggressive in any way. I just asked him if he read the post because Zyranovos first commented that this only affected arcade and then posted:

Because of that I assumed he didn’t read the post and because of that was explaining or correcting me in how visibility should work. Which I talked about in the OP too

I never had an issue with him, but if you can stop being a dick it would be great.

Idk, but I am short, and most people are roughly 6 ft+, I am a little under the height of 2 L3/33C’s stacked on top of each other, and I have to say, I feel like the visibility is messed up, because, the only modern-ish tank that I know that truely boasts a small height shillouette is the Strv 103, and the T-72’s are a fairly low height as well, I don’t know, it would use a review from gaijin maybe.

Everyone asks the tall guy if they play basketball, but no-one asks the short guy if they play hockey or minigolf…

I do play golf funnily enough.

lol so random xD

Once said to a guy, ‘I bet everyone asks if you get asked if you play basketball right?’

Strv 103 and the t-64 are roughly the same dimensions, silhouette is bigger for the Strv103 but more “natural” because it has no turret. They have 72% and 73% visibility which I guess it’s ok

It’s wider, but shorter in both height and length, which is a regular issue of the S-Tank btw, it had difficulties crossing trenches and ditches.

The hull is essentially the same dimension but taller, I just compared side by side in the test driver.
I also followed around a leopard 2a4 with the AMX-32 and the AMX is a bit taller but smaller hull.
The leopard 2a4 having 94% visibility when the 2k has 88% also makes no sense, considering the 20mm turret above

LOL. The level of understanding of how network games work here…

You can have a dedicated server that doesn’t run simulation but is just a meeting point for clients.

You can also can have a dedicated server running on LAN, and you can be a client-server on LAN, but what I said is anything but that.

There are games that give up the dedicated server authority of running the simulation for various reasons, for example destiny did that partially to make sure players have smooth experience while transmitting only stuff required to confirm/validate damage and loot drops and not stuff that is critical for player and enemy movement that costs in terms of bandwidth. That’s a PVE game though, but it seems like WT has similar approach - you can have a high ping and still hit moving targets perfectly - that’s because you’re sending the info of how it looked on your client and server just validates if that’s plausible. The effect of that is sometimes when you peak out of cover, get back, and after you’re fully covered you get killed by a shot that went past you, and you see a killcam that shows you out of the cover - this happens because server accepted the shot from a guy that had high ping and he didn’t get the memo that you’re already in cover.

Jesus… I know that server replay exists. My point is that you can (or at least should be able to) verify what was loaded in your game locally by checking the local replay and using free view to move around and see what vehicles were in your relevance region and which werent. And fun fact - it’s not only the stuff that is in the view that you had, but you will also see tanks that were behind you from your team if they were in the network relevancy range. And note that it seems that sounds also matter, so when a vehicle is behind the wall, but close enough that you should hear it, it’ll also be visible in your local replay even when you didn’t see it, but it was behind the building for you. That’s because it’s relevant for your client to know about this vehicle and that’s why checking local replay in theory shows you what information your client had. The problem is that there seems to be some tinkering with those kill outcomes that may be corrected afterwards and land in your local replay because the server decided that it’s the outcome of the shot (you get this data for the killcam anyway, so it make sense from this point of view), but this means the client replay is not 100% trustworthy of what you actually had seen locally in your game.

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Probably because it’s very small, and isn’t a major factor in height.

I’ll give the T-62 a chance, the Strv 103 in the diagram isn’t showing it full UFP, so call it 500MM high, then you have the lower hull, which is roughly 600mm, and then the tracks, which adds another 300-400mm of height. But an unknown fact on the Strv 103, is the fact the H/N suspension can be completely lowered, and could crawl at low speeds, to decease its shillouette, but couldn’t go too fast or the tracks would fall off the rollers, same with steering too fast, they had to employ a type of steering called polygon steering to keep from the inside-of-the-corner track from falling off at high speeds. Also, the speed in game is completely wrong top speed wise.

lol.

Some tanks with hydraulic suspension can get lower than t-72 but still get a much higher visibility. I guess that would only work if it was a dynamic stat. Clutter or terrain still matters but the low visibility stat on top that is a huge boost for flanking

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Do you actually understand what dedicated server means ?

Alright, I had assumed it was meant in hostility due to your previous statements. My bad on that.

You get what you give.

stop, yer killin’ me.

oh, so you’re an idiot that can’t read, because too much information will blow up his head? Yeah…