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Re-skinned tanks and Camouflage Skill

Camouflage Re-skins Camo Ratings

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Pontiac Pat #1 Posted 11 December 2016 - 04:17 AM

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OK we ran a series of tests - The results were consistent, but they raise a real issue.

 

Spotting tank in all tests was an AMX Chaffee with 100% crew, Coated Optics and the Brothers in Arms skill.

 

For each of the 3 cases tested (one light, one medium and one heavy) we ran 3 tests.  Test 1 was a 50% crew with no skills, equipment or supplies.  Test 2 was a 100% crew with no skills, equipment or supplies.  Test 3 was a 100% crew with 100% Camo and Brothers in Arms skills, plus Food and Improved Vents.  The base versions of the tanks had permanent camo paint.

 

Here are the results:

 

Case 1 - T1E6-X vs T1E6-X1 (Light Tanks)

Test 1 - 369m vs 373m (re-skin 1.1% worse)

Test 2 - 368m vs 373m (re-skin 1.4% worse) (test 1 and 2 are within measurement/rounding error of each other)

Test 3 - 315m vs 314m (re-skin 0.3% better) (tanks within measurement/rounding error of one another)

Total effective camo improvement - 16.8/17.1% vs 18.8% (re-skin gets about 1.7-2.0% more benefit from max camo configuration)

 

Case 2 - T26E4 vs Freedom (Medium Tanks)

Test 1 - 371m vs 377m (re-skin 1.6% worse)

Test 2 - 371m vs 376m (re-skin 1.3% worse) (test 1 and 2 are within measurement/rounding error of each other)

Test 3 - 321m vs 320m (re-skin 0.3% better) (tanks within measurement/rounding error of one another)

Total effective camo improvement - 15.6% vs 17.5/17.8% (re-skin gets about 1.9-2.2% more benefit from max camo configuration)

 

Case 3 - T34 vs T34 Black Edition (Heavy Tanks)

Test 1 - 411m vs 414m (re-skin 0.7% worse)

Test 2 - 410m vs 414m (re-skin 1.0% worse) (test 1 and 2 are within measurement/rounding error of each other)

Test 3 - 396m vs 395m (re-skin 0.3% better) (tanks within measurement/rounding error of one another)

Total effective camo improvement - 3.5/3.8% vs 4.8% (re-skin gets about 1.0-1.3% more benefit from max camo configuration)

 

This shows pretty conclusively that the difference between 50% and 100% crew training is minuscule.  However the difference when the camo skill is included is significant.  The total combined camouflage effectiveness evens out ONLY when both tanks have the Camo skill at 100%.  Is this working as desired?  It seems to me that this significantly handicaps re-skins as crew trainers.

 

Since Test 3 included both the Camo skill and vents/bia/food, further testing would be needed to verify whether vents/bia/food make any measurable difference.  It is pretty clear, however, that the primary difference maker is the Camouflage skill.  In fact, the numbers make it appear that if we re-did Test 3 in each case we would likely get exactly the 1% additional benefit for Heavies (0.5x2%) and 1.5% additional benefit for mediums/lights (0.5x3%) that one would predict for the fully trained camo skill.  The residual fractional increase would then be attributed to vents/bia/food adding a small additional multiplier that would be consistent with the Test 3 results for the re-skins being consistently a very small % (1m) better.

 

Suggested solution - Instead of giving re-skins a larger base camo value, give them actual applied camo just like purchased camo.  This would make them truly identical in function and ability.

 

Bonus feature suggestion - Build the re-skin into the camo selection list for that tank so you can opt to either wear the re-skin (default) or purchase a different camo paint to wear instead.


Edited by Pontiac Pat, 12 December 2016 - 06:31 AM.

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Bashful #2 Posted 11 December 2016 - 08:13 AM

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I was playing the AMX Chaffee for the above test.

 

The big thing that I took away is that the "normal" version is the better choice as far as camouflage / being spotted is concerned. It is only when the crew has the camouflage skill, that the "built-in camo" version is better.

 

 

 



Pontiac Pat #3 Posted 12 December 2016 - 04:12 AM

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For the record, MaxChaos confirmed this is actually WAD (Working As Designed).  IMO, this is extremely poor implementation.  Re-skins are handicapped when running a crew with anything less than 100% Camo Skill.

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leova #4 Posted 12 December 2016 - 04:40 AM

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View PostPontiac Pat, on 11 December 2016 - 11:12 PM, said:

For the record, MaxChaos confirmed this is actually WAD (Working As Designed).  IMO, this is extremely poor implementation.  Re-skins are handicapped when running a crew with anything less than 100% Camo Skill.

 

this is disappointing, and actually pretty stupid :(

 

why would they intentionally design something so dumb?


Edited by leova, 12 December 2016 - 04:40 AM.


Wroclaw #5 Posted 12 December 2016 - 07:49 AM

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View PostPontiac Pat, on 11 December 2016 - 04:17 AM, said:

Bonus feature suggestion - Build the re-skin into the camo selection list for that tank so you can opt to either wear the re-skin (default) or purchase a different camo paint to wear instead.

 

& they (of course) would be the only ones able to select it.

 

this would be excellent.



TocFanKe4 #6 Posted 12 December 2016 - 11:15 PM

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Now I'm not so upset that I had to buy extra camo for the Fury..... :ohmy:

 

My dislike of +/- 1 pales in comparison to my hatred of Loaded Dice.


swamp_fox_009 #7 Posted 13 December 2016 - 03:37 PM

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View PostPontiac Pat, on 11 December 2016 - 11:12 PM, said:

For the record, MaxChaos confirmed this is actually WAD (Working As Designed).  IMO, this is extremely poor implementation.  Re-skins are handicapped when running a crew with anything less than 100% Camo Skill.

 

Wool over our eyes. This kind of stuff should be clearly stated up front. Makes you wonder what other little secretes in number crunching are out there.




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