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

Yes, but in RB - spotting is done by the player’s eyeballs.

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Huh. I thought it was how much visibility the vehicle crew had. Ie; it modified the “Keen Vision” crew skills, based on the vehicle optics and ergos.

Correct.

However, this topic is about Arcade, but the same stat has functionality in RB. When your crew detects a tank in RB, a small red arrow appears on the edge of the screen. I am fairly sure both the visibility stat for tanks, and the vision stat for crews both affect that.

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Also the little chevrons on screen.

Less CAS issues.
Don’t need to pixel hunt as much / less eye strain
Don’t need to play with headphones to hunt for engine noises as badly / can listen to music
Faster and more aggressive shooter like gameplay…

Why would you even comment something like that in the Arcade Battle subforum?

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I believe the invisible tanks issue is caused by that mechanic in both RB and Arcade, idk if they have fixed that in RB by now

The small arrows in the corner of the screen may be a proof of this when you aren’t looking directly at the enemy vehicle and it isn’t in the screen.

And more, Gaijin suffers to do something about cheating and needs a guy to leak all the source to do something, but, this is off-topic, I admit.

Not all of it, sorry…

There is a crew spotting mechanic and that shows a triangle on the edge of the screen when they see it.

I’ve had to explain this a lot over time to some people, and I’ve had randoms come in to tell me I’m wrong and making things up. It comes back to a formula based upon a few factors but the visibility percentage, and whether they fire, or move, all adds up to make them render or be spotted by the crew overall.

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People keep ignoring that this is part of the reason for the rendering tanks, but it’s linked to this and the moving/firing spike in detection.

It’s not so much broken, it’s just not being seen through things such as brush, or the low detail map, where you can end up ‘in’ the ground, compared to the close rendered high detail one.

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Fun fact, the visibility stat also affects it in RB for network culling (anti - wallhacking), hiding behind multiple layers of bush and fences. Smaller vehicles are more likely to not be rendered/culled out of your client’s information if they have low visibility stat and are partially behind something that may be obstructing. That’s where those stupid situations of invisible light wheeled vehicles behind two fences come from, it’s not only about markers in AB.

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To avoid people like you.

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More relaxing for me, and a different skillset, plus armor matters a bit more and viecles dont feel like snails.

Arcade visibility needs a lot of looking over imo, especially in regards to LT’s.

Visibility has no influence on the detection of tanks, as any tank with direct LOS (regardless of concealment) will be spotted.

It’s mainly a latency issue

It absolutely does, a low-visibility target means you need to look more directly into it for it to be spotted, while a high visibility one would be spotted in your peripherical view much sooner

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Which has no bearing in RB, as the vehicles don’t have nametags?

And your comment has no bearing in this thread, because it is directed to arcade ground

I responded to a comment about RB spotting, clearing up speculation.

You decided to take my comment out of context, whine about how it’s “aN aRcAdE tHrEaD”, then get pissy and say that I have reading issues when pointed out that you’re wrong.