YOU'VE BEEN DOING IT WRONG!! STOP Using THIS Field MOD In World of Tanks!!

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  • เผยแพร่เมื่อ 14 ก.ค. 2023
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ความคิดเห็น • 434

  • @skill4ltu
    @skill4ltu  11 หลายเดือนก่อน +59

    One thing i did not explained properly ( in speed testing one of us used field mod for +7 and i used -7 so that being said this is the biggest difference you can get )

    • @CARUSO1944
      @CARUSO1944 11 หลายเดือนก่อน

      skeeeeeel

    • @deirasjankauskas3381
      @deirasjankauskas3381 11 หลายเดือนก่อน +1

      Grousers in mobility slot + all terrain suspension makes tanks like st-2 much faster and able to reach top speed on flat ground.
      If you use bounty or bond turbo, grousers in mobility slot, All-TS, removed speed gov and and really any equipment vents are good but st-2 is a poke tank therefore stabiliser or rotation mechanism would make it really good at poke
      :Poke" is terminology used in OW2 where you shoot hide to reload and poke to fire again then hide and repeat
      Increasing this would increase the synergy between and equipment and st-2
      Also on is3-2 don't use upgraded tracks it reduces tank traverse

    • @deirasjankauskas3381
      @deirasjankauskas3381 11 หลายเดือนก่อน

      @@danielvladu4905grousers decrease ground resistances and increase acceleration

    • @shadjohnsen8143
      @shadjohnsen8143 10 หลายเดือนก่อน

      So what does the other girls mod do? Should we use it instead?

  • @MaxGamingFPS
    @MaxGamingFPS 11 หลายเดือนก่อน +115

    More exposure of things like this is always good!

    • @MrRez808
      @MrRez808 11 หลายเดือนก่อน +8

      Yes but you should be credited with bringing this up a few months back.

    • @shark_de_mique
      @shark_de_mique 11 หลายเดือนก่อน +3

      I agree, you did a video about it already and it was super informative, you should be credited as well

    • @Regard015
      @Regard015 11 หลายเดือนก่อน +3

      @@MrRez808you act like he’s the one who figured this out💀

    • @johnfarscape
      @johnfarscape 11 หลายเดือนก่อน +4

      Max, I had already been using the other field mod on a lot of tanks for ages, you were the first TH-cam I saw doing a video on it though, I used to tell people in QB and Skills comments about track health, it's nice to know people might finally listen, WG should really put this information in the game though, I am a bit sick of having to use tanks GG to figure our which tanks it's worth taking which of the configurations on though, I pretty much just use improved track health on everything, although my obj 260 looses about 5-10kph top speed, which is irritating.

    • @neilford7338
      @neilford7338 11 หลายเดือนก่อน +2

      You are ahead of the game Max.

  • @Scorpiany
    @Scorpiany 11 หลายเดือนก่อน +198

    So much work went into this video, but we felt it was very important to share this information with everyone!
    Keep in mind, for some heavy tanks, your track HP won't matter for the playstyle - Like the AMX 50B. Also, if your tank has very bad terrain resistances you may still want to consider the speed buff still (AMX 65t, IS-7). But for the majority of heavies, either skipping the field mod or even buffing your track HP will be the best option for you.

    • @Liberty73_NA
      @Liberty73_NA 11 หลายเดือนก่อน +3

      Thanks for doing this! I've been playing for over 10 years (on and off) and didn't know some of things that you guys presented. Well done!

    • @baohungle5410
      @baohungle5410 11 หลายเดือนก่อน +1

      So I've done it, again, for you sir.
      - A stock IS-7 without Lv2 Field Mod has 51.52 topspeed on hard and 37.21 topspeed on medium.
      - the same stock IS-7 but with Lv2 Field Mod has 55.16 topspeed on hard and 39.84 topspeed on medium.
      Tell me how 7% reduced Terrain Resistance is NOT 7% acceleration?
      This applies to any tank, not just tanks with bad base terrain resistance.
      But for majority of tanks, their topspeed is not that high for you to notice the difference if you're not going uphill.
      Again, don't say for sure things that you have no clue.

    • @peacepham7838
      @peacepham7838 11 หลายเดือนก่อน +2

      @@baohungle5410 "Tell me how 7% reduced Terrain Resistance is NOT 7% acceleration?", do you know what "acceleration" mean? The word of course.

    • @drakeson4841
      @drakeson4841 11 หลายเดือนก่อน +4

      The formula for acceleration is as follows:
      acceleration = (hp / (weight * speed)) - resistance [m/s]
      Which means that it doesn't directly contribute to acceleration (that's what power to weight does instead) but instead makes the vehicle tolerate accelerating at higher speeds better which extends the soft capped top speed. Interestingly, 7% reduced terrain resistance increases this effective top speed by the same margin as 7% improved power to weight, although their roles while accelerating to that point are quite different.

    • @drakeson4841
      @drakeson4841 11 หลายเดือนก่อน +2

      With this in mind, the values initially being in m/s, to properly understand them in km/h terms you need to multiply the values by 3.649, which means a power to weight of 1. This suggests a vehicle with 1 hp/t power to weight with minimal speed and no resistance applied accelerates up to 3.649 km/h within the first second of going forward.
      Likewise, if we were to take a more typical example, a vehicle with 15 hp/t power to weight and 1.0 terrain resistance going at 1 km/h has an acceleration of 14 km/h going for it within the following 1 second.

  • @Zardnokalicious
    @Zardnokalicious 11 หลายเดือนก่อน +34

    10 years later I learned about 1/3 damage for inner track wheels. I always just thought you had to shoot front or rear track wheel for tracking, never realized you could shoot middle wheels! It may make a difference with higher damage TDs like JgPZ100. Thank you for all of the time invested into this video. Most of your videos are merely entertaining, this one was also instructional!!

    • @ottrakkaselg8033
      @ottrakkaselg8033 11 หลายเดือนก่อน +3

      well, to be fair, skill is wrong here. it is not the damage, but caliber and module damage derived from the caliber. middle wheel 1x module damage, front and back wheel 3x module damage;)

    • @Bishox
      @Bishox 11 หลายเดือนก่อน +3

      @@ottrakkaselg8033 wrong ? my brother did you watch the test , we prove its damage up to a single damage point

    • @mathiasprzerada2145
      @mathiasprzerada2145 11 หลายเดือนก่อน +1

      ​@@ottrakkaselg8033 I was surprised by this video and did some quick testing to find out that in terms of damaging tracks, alpha dmg counts, not module damage.

    • @ottrakkaselg8033
      @ottrakkaselg8033 11 หลายเดือนก่อน

      @@mathiasprzerada2145 ok, understood.

  • @totalwar008
    @totalwar008 11 หลายเดือนก่อน +139

    I guess you should test how the modification impacts turning speeds as well. Driving in a straight line only shows the small amount of better acceleration, but as soon as you need to make turns I think the modification granting you better ground resistances will have a much bigger impact. I would love to see you test this out, too! Thanks for the vid skil!

    • @MendoTube
      @MendoTube 11 หลายเดือนก่อน +3

      I came here to say the same. Great video, tho. Congrats to the Skill team

    • @juanms8747
      @juanms8747 11 หลายเดือนก่อน +6

      But you also receive a turning penalty, if your tank drives like a brick, also cornering gets even worse. It gets the testing too situational. This is a straight test to know the proper values by not introducing more variables. It feels very useful.

    • @edelmann4388
      @edelmann4388 11 หลายเดือนก่อน +6

      Grousers will improve ground resistances and with them also turning speed on hull. the field mod gives explicit a loose on turning speed, not to the extent of the gain from ground resistances but the biggest part of it - 5 of 7 percent. so there is a small advantage in turning spped too, but really small. I suggest to use grousers to gain 10% on ground resistance AND a whopping 15% on turnig speed

    • @cabix69xxx_pl62
      @cabix69xxx_pl62 11 หลายเดือนก่อน +4

      exactly this video don't show everything and this more healthy track is good vs 400 alpha but on tier 10 look how many tanks have bigger alpha and will track you instant

    • @drakeson4841
      @drakeson4841 11 หลายเดือนก่อน +5

      Since the 2 values multiplicatively invade each other (much like with stabilization), the ground resistance being of 7% absolute value has a higher impact and therefore negates the turning speed buff/penalty, depending on what field modification you chose.
      Turning speed in case you take the ground resistance field mod goes by 1 * (1 + 0.07) * (1 - 0.05) = 1.0165 making it always a 1.65% buff.
      In case you take the track durability field mod, the 2 values' roles are reversed, the formula being 1 * (1 - 0.07) * (1 + 0.05) = 0.9765 which makes it a 2.35% penalty.
      This indicates that by how marginal the variation of the traverse speeds is, you should focus on the other 2 stats being modified (track durability and terrain resistance) being the deal breaker.

  • @OTOss8
    @OTOss8 11 หลายเดือนก่อน +62

    Yeah, MaxGamingFPS clued me into this a while back, I'm glad to see skill covering it too. It needs better visibility so players can make an informed decision.

    • @tohkia8840
      @tohkia8840 11 หลายเดือนก่อน +1

      Max is french Kappa

    • @ReavusRacing
      @ReavusRacing 11 หลายเดือนก่อน +1

      Same! I shared it with as many folks as I could. Makes a huge difference!

    • @osama_h_m_m1175
      @osama_h_m_m1175 11 หลายเดือนก่อน +4

      Yeah max has great content

    • @NiceSk1ll3r
      @NiceSk1ll3r 11 หลายเดือนก่อน +2

      Thanks for recommendation, Max got new sub.

  • @alberciewyjdz
    @alberciewyjdz 11 หลายเดือนก่อน +38

    Skill, i still think that you should properly indicate +7/-7, +7/0, also add turning speed and hull traverse time, i understand your point, but i think not everything was covered in your video. I mean thats good job, but i think it might need 2nd take. I mean goin in straight line isnt only thing impacted by ground resistances.

    • @carneasadaburrito
      @carneasadaburrito 11 หลายเดือนก่อน +1

      Agreed. A comparison using hull traverse would also have been nice. Also, what about shooting HE at tracks? There is a different mechanic at work using HE which was never mentioned.

    • @baohungle5410
      @baohungle5410 11 หลายเดือนก่อน +5

      A good test should be taking 2 S.Conq with the same crew/equipments, one with All-Terrain Suspension and the other with Lightweight Suspension, both race to the windmill from the base on Malinovka.
      That 14% Terrain Resistance will definitely show what it really means.

  • @alejandrozapataq
    @alejandrozapataq 11 หลายเดือนก่อน +41

    i think you guys forgot to test something important: the stat that usually gets the biggest hit when terrain resistance changes is tank traverse and it makes a big impact on tanks that have a bad base resistance

    • @Bishox
      @Bishox 11 หลายเดือนก่อน +4

      "biggest hit" it changes by around 1 degree or less for most tanks, you can check it around on tanks gg

    • @aadfkshdfj
      @aadfkshdfj 11 หลายเดือนก่อน

      Which can make the difference.. I also think a test not only in the flat would have been nice

    • @rogerm169
      @rogerm169 11 หลายเดือนก่อน +1

      Looks to me it helps accelerating. Straight line it does nothing

    • @tilnation14
      @tilnation14 11 หลายเดือนก่อน

      The terrain resistance improvement side has better turning speed overall

    • @yoshineitor
      @yoshineitor 11 หลายเดือนก่อน

      @@aadfkshdfj you can address rotation in different ways without affecting other stats doe. Plus a good player will try to track you in case he wants to circle of death you.

  • @IAmJadedJM
    @IAmJadedJM 11 หลายเดือนก่อน +11

    MaxGamingFPS also made a vid about the track durability and the Hardening effect and field mod some time ago, and the explanation was as clear as drinking water to me. I really thank him for that lecture. Now that you covered this, too, it's time for me again to watch.

  • @AL-jo8lp
    @AL-jo8lp 11 หลายเดือนก่อน +13

    Thanks for the tips! I never realized that the damage roll is also the damage you did to tracks. I always believed it had to do with module damage and gun caliber.

    • @Welterino
      @Welterino 11 หลายเดือนก่อน +2

      the module damage rolls the same way as the hp damage + or - 25% that is why a Jagpz E 100 will not always ammo rack some tanks, EVEN if it passes the 27% roll do deal damage to the ammo rack in the first place.

  • @jariheimoluoto4959
    @jariheimoluoto4959 11 หลายเดือนก่อน +12

    Its bit situational. On tanks like super conq or e5 you wont get much benefit from the terrain resistance fieldmod and hardening plus track health is be better. How ever a faster tank like renee will do 47kph with turbo vents and terrain resistance fieldmod and with hardening turbo and track health it will do only 40kph on medium terrain. It is a significant speed nerf. I personaly dont care too much about the track health, because i tend to hide the tracks or avoid getting shot in them in the first place. If some one is shooting at my tracks im either safe and it is their frustration showing or i made a serious missplay and im taking 1000 damage from autoloader. Tracking is not a big deal. How do i know? Remember those Yoh tanks? Yeah not the most op feature to be immune to tracking.

    • @nephalos666
      @nephalos666 11 หลายเดือนก่อน

      Precisely this. If i'm getting hit in the tracks it's either because I'm side scraping and they're frustrated, or I'm in a situation where I'm completely fucked anyway and it doesn't matter what field mod I have in slot 2.

    • @durachoks
      @durachoks 11 หลายเดือนก่อน +3

      For average wot player it will matter a lot more than being a little bit more agile, average player will make more mistakes, more bad peaks, etc and ability to not get tracked will save them quite a bit

    • @Zoltan1251
      @Zoltan1251 11 หลายเดือนก่อน

      How is this even a debate is beyond me. It clearly states that it improves it by 7%, thats literally tiny margin. What am i missing? Did people really think they will just fly by others without it or what?

  • @snowcrow__
    @snowcrow__ 11 หลายเดือนก่อน +8

    One very important thing is missing from the video! All-Terrain Suspension doesn't have too much effect on full speed. It has effect on accelerating ans traverse speed. It has much more impact than you said Skill because we don't play on full speed all the time but better accelerating and better traversing help a lot in short/small moves.

    • @genmysters
      @genmysters 11 หลายเดือนก่อน

      Tracked tanks don't move at all.

    • @snowcrow__
      @snowcrow__ 11 หลายเดือนก่อน

      @@genmysters But faster maneuverable tanks can avoid much more track hits. Also able to counter attack faster and more effective.

  • @stanisaws.2011
    @stanisaws.2011 11 หลายเดือนก่อน +9

    Great video! One thing that I feel was not mentioned clearly but was visible on the comparison. The modification 'for speed' is not entirely making the tank quicker. It accelerates tiny touch better but when the tanks reach the top speed they pretty much go with that speed . It was visible as S.Conq. with mode was 3/4 tank ahead and after initial acceleration it stopped taking over the other one and they were just going like this. Another thing is that the mode says 'maintaining speed' so i guess it will help when turning etc. but as you mentioned - not much.

    • @edelmann4388
      @edelmann4388 11 หลายเดือนก่อน +1

      yes the field mod only adds to acceleration, not speed in sense of top speed - same as grousers. so grouseres have better values and add even more to turning than to acceleration where field mod adds less to turning compared to acceleration

  • @halo99yo
    @halo99yo 11 หลายเดือนก่อน +3

    I often don't use any of the field mods. All field mods reduce some stats while increasing others. I feel like the default is better the majority of the time.

    • @tilnation14
      @tilnation14 11 หลายเดือนก่อน

      Find out which set of stats are better, and go with that one, that's always how you should do it. The only time you should go with default is if the relative importance of the set of stats is within a 1% margin, or if one of the stats is "effectively" maxed out(I'm not sure what stats could qualify though).
      To me, your situation just sounds like indecisiveness.
      One *possible* exception is the first field mod on medium tanks, if you take decreased effectiveness of a damaged engine, you will be completely crippled if your engine is ever stuck damaged, but the opposite case *may* not be necessary, though I think it's still worth taking the extra 'durability'.

  • @atalan09
    @atalan09 11 หลายเดือนก่อน +2

    Excellent video, thanks. It would be good to also have one test on climimbing hills and the ground resistance would make there. On straights, it obviously only helps for accelaration and the top speed is then the same, but if its not on flat ground and you e.g. need to take the westfield hill first, how much would the difefrence be ? 1 or 2 seconds would be huge and decide who has the first shot.

  • @amonamarth5566
    @amonamarth5566 11 หลายเดือนก่อน +2

    This deep dive into the numbers and mechanics is so helpful, I learned plenty. Especially the fact that the middle wheels take less track damage.
    I would appreciate more mechanic videos like this.

  • @perelmanych
    @perelmanych 2 หลายเดือนก่อน +1

    Many commenters missing the point when saying that improved track health is not important for heavies, since pretty much all of them have higher alpha damage. It is not about cyclical tanks it is more about autoloaders who have the most incentives to track you. So the main question are there many autoloaders with alpha damage higher than 450 on tier 10. The answer is no, only VZ 55 and Minotaur. Plus all medium tanks have alpha damage below 450. Having said that, the only time I was tracked down to death on IS-7, I was unfortunate to meet Minotaur))

  • @av8usa
    @av8usa 11 หลายเดือนก่อน +2

    Thank you for taking the time to explain this aspect of tracking mechanics - I also wonder about how the removed speed governor works to speed up a tank and when does the engine get damaged

    • @skill4ltu
      @skill4ltu  11 หลายเดือนก่อน

      i need to take a look into this as well! thanks for idea!

  • @Liberty73_NA
    @Liberty73_NA 11 หลายเดือนก่อน +7

    These videos are GREAT for a change of pace, once every few weeks. Please do this for the other Field Mods too. Thanks! - Liberty

  • @fili0938
    @fili0938 11 หลายเดือนก่อน +2

    Faster Heavies should take terrain resistance buff. Slower Heavies should take track health. Average heavies should take neither.

  • @Ima9ineBreak3r
    @Ima9ineBreak3r 11 หลายเดือนก่อน +2

    Honestly, I have a need for speed so I'm still gonna rock the all terrain suspension on my Bisonte (it is like the only heavy I use). Good to see all of these details. I didn't know about the 1/3 damage mechanic shooting the base wheels...

  • @2ndfloorsongs
    @2ndfloorsongs 11 หลายเดือนก่อน

    Thanks, as a old timer noob: 5 years and 12,000 games (hey, I got this job and wife and... ) I really appreciate this as I've been shooting at just any old wheel. From now on I'll prioritize the back and front ones. Maybe it'll only take me 4 years instead of 5 before I get half decent. 😁
    And thanks Skill for giving a little respect to us occasional players. I sometimes wonder about all the complaints about the game, because I pretty much always have a good time. Since I don't get to play too much, I always think getting to play it is special. I think a lot of people, probably not Skill, get burned out but don't stop playing, they just go on and suffer and don't have as much fun. But that probably varies greatly from player to player, it's not like I have much of a clue. Anyway, I just want you good players to know: That without us occasional players, your win ratios would be a lot lower. 😁😁😁

  • @ricardohaddad
    @ricardohaddad 11 หลายเดือนก่อน

    Excellent video! Thanks to everybody that Took part on it. Nice class.

  • @nagysandor1988
    @nagysandor1988 11 หลายเดือนก่อน +1

    One more thing. Alpha damage and Module damage are two different things. You can see on thanks gg that Scongqueror has 400 alpha and 165 module dmg. This is why you can’t track a mouse with one shot.

  • @reaperex9608
    @reaperex9608 11 หลายเดือนก่อน +2

    0:00 good morning skill, tomorrow I’m going to Italy to the gardasea, I’m super exited and ready for my last dose in Germany let’s go!
    EDIT: The video was very informative! Thank you very much skill, I didn’t even knew you can track someone in the middle of the tracks, could be useful sometime. I don’t play because I don’t have time yet, but Videos like this hold me on the new standard an mechanics. So if I can play from time to time I’m not like a paid actor. Big big thank you skill, such an important video. I think many Unicums know this, but they hide informations like that (like climbing for a long time) to get their own advantage. Big thumbs up for that.

  • @armyraw29
    @armyraw29 11 หลายเดือนก่อน

    i tried using the other one personally but it i found it to hurt a fair bit when reversing and turning to keep them from getting ur sides. and the ground resistant field mod helped keep them from getting around me

  • @theman-ec4mi
    @theman-ec4mi 11 หลายเดือนก่อน +1

    Thanks for making this information public. It would be a big advantage to those who know this

  • @davecell3923
    @davecell3923 11 หลายเดือนก่อน +1

    I've been a student of the game for 10 years. I have never seen this documented before. Extremely well done. Thank you.

  • @zackjohnatan940
    @zackjohnatan940 11 หลายเดือนก่อน

    thank you! you hould do more test like this with field motdifications and equipment and the aiming/acurrary

  • @misoluke5177
    @misoluke5177 11 หลายเดือนก่อน +1

    Thx and what happen when shoot highexplosive on track?

  • @jankarolak3666
    @jankarolak3666 11 หลายเดือนก่อน +3

    I think you should also check if HE works the same as AP. For example if you are low on hp and there is a tank rushing and you need to track him to stay alive, is it better to shot HE into drive wheel or AP

    • @skill4ltu
      @skill4ltu  11 หลายเดือนก่อน +1

      HE works the same way, even if you do not pen, track is taking dmg by HE shells , i would say its even easier to track with he

  • @mastersanada
    @mastersanada 11 หลายเดือนก่อน +1

    Though I guess this also heavily depends on the alpha guns you're going against.
    Like for the S. Conq, if it's going against Tier X Heavies, most of them are at the 490+ Alpha damage range which means they'll more than likely track you with a single shot vs. not
    Honestly very interesting. At this point I'm more inclined to always take track HP (for the chance of a low roll not tracking) vs. speed.

  • @kizzzit5724
    @kizzzit5724 11 หลายเดือนก่อน +1

    Nice work Skill and Helper !! NOW I just have 2 questions from this video that weren't answered ?
    1. You showed the minimal difference of one tank with "All Terrain Suspension" and the other "Without" it.. and yes I agree it did very little to help.. BUT the test should of been 1 WITH... and 1 using the "Lightweight Suspension" which has a negative -7 to All Terrain Types... So the test has 1 with a + to all terrain / 1 with No + to all Terrain / But didn't have a 3rd test of 1 with negative Terrain AGAINST 1 with Positive Terrain.. Hope I made that understandable ?? should be 3 races > 1 with, 1 without, 1 with positive vs 1 with negative..
    2. On taking the tracks off a tank. (and please correct me if I'm wrong) BUT it seems that in the case where it took like 2-4 shots to remove the tracks (or hp's) of tracks. I've been able to do it with much less damage and almost 1st shot most the time by using HE rounds ? So I guess the question is because of how HE explodes does it have a special mechanic or something that will allow you to remove tracks regardless of there hit points or amount of damage actually done to tracks ? Example: Like when a JEFF (arta) hits the ground even 5 meters away from your tank it seems to have a very good chance of tracking you even though as a Arty player or tank driver it shows NO damage numbers floating up from either side ??
    ALSO can you shoot that center / middle wheel with a HE from say a BlackDog or Conqueror and track it in a single shot ? instead of 3-4 shots ? (Just Curious)
    Anyway thanks for the Video !! Great info and Something to maul over and think about... Maybe Test out ? Keep them Coming !!

    • @Scorpiany
      @Scorpiany 11 หลายเดือนก่อน +1

      1) The comparison tank had the opposite field mod - So one had the track HP buff, one had the terrain resistance buff.
      2) HE shells do full damage to the track regardless of penning or damaging the tank itself. With the higher alpha of HE shells, they're more likely to break the track. Keep in mind, tracks can also lose HP from your driving, so sometimes the enemy might already have a damaged track. Also, unless the person has Hardening or used a repair kit, tracks won't repair to full HP if they were broken.
      Also, arta has different HE mechanics. When WG reworked HE shells, they didn't change how arta's HE shells work, so arta shells have splash damage that can damage tracks without even hitting the tank. If the shell hits the ground, often times the track is the closest thing to the shell, so it's most likely to take damage even if the tank doesn't. For normal tanks, they'd have to hit the track directly with the HE round.

  • @aleksandarb7960
    @aleksandarb7960 11 หลายเดือนก่อน +1

    First of all, great video!!!
    Very nice effort to test and demonstrate what is actually happening when mod is applied. I think that everyone want too see the same test on all other field mods! It will be an epic series!
    Second, now you ow a lot of people a lot of game silver, since they will need to change that mod. Me, personally, didn't like your choice on that mod, so I used most of the times other one, but sometimes I followed your advice, so that is several million credits lost... :P

    • @skill4ltu
      @skill4ltu  11 หลายเดือนก่อน

      same goes for me mate, im sorry but there is always new things to learn

  • @issayori
    @issayori 11 หลายเดือนก่อน +1

    at first I was thinking speed can really help but the further testing was rlly convincing, great vid!

  • @namegoeshereorhere5020
    @namegoeshereorhere5020 11 หลายเดือนก่อน +1

    I better comparison would have been tanks with the GR mod and those with the track health mod. Also you get better hull rotation as well, would have been good to test that.

  • @edelmann4388
    @edelmann4388 11 หลายเดือนก่อน

    Hey @skill4ltu ... great video and thx to you helpers too. Actually I always had a hard time to decide if I want to take allterrain or durability so I mostly didn't choose any - this now is solved. The allterrain is also not worth to think on even if you have a tank with really bad ground resistances - like not reaching top speed on road. You will loose rotations speed with allterrain too which the grousers will improve in addition to ground resistances. For the tanks with bad ground resistancesI suggest have one set up with grousers even for the loose of HP, DPM or something else if you want to have agility and add the HP from field mods. .... I think i need to check some of may tanks setups hahahaha

  • @huntgamecz7545
    @huntgamecz7545 11 หลายเดือนก่อน

    Well nice Vid Skill♥ can u do that with modules too ?or does it work the same? i saw like fuel had 280 hp but there is chance to hit that module at all no? like 15% ? or... would be nice to see that too thanks a lot

  • @seburlon
    @seburlon 11 หลายเดือนก่อน +1

    Thanks for the Vid.
    So what does the "Damage vs. Modules" on the tanksGG site mean then? Do the tracks not count as a module? Is it only referring to internal modules?
    Also you should compare the turning speed of the tanks while driving forward und staying on the spot.
    Should we use the other Field-Mod then, or is the difference of speed, between a +7% and a -7% tank, to great?

    • @skill4ltu
      @skill4ltu  11 หลายเดือนก่อน +1

      we will dig into that speakign about dmg for ammo racks and so on, and difference was +7 and - 7

  • @piotrbiaas8119
    @piotrbiaas8119 11 หลายเดือนก่อน +1

    Great video but I think you should have shown tanks in 3 different congigurations (left upgrade, right upgrade and without upgrade) because we don't know what is speed difference between left and right upgrade.

  • @user-ts3qj6ll4e
    @user-ts3qj6ll4e 11 หลายเดือนก่อน +1

    Very interesting video! But I think one very important aspect of the terrain-resistance is that you also change the direction faster. I dont have any data and havent tried that myself but I think the SConq with the terrain fieldmod would have more advantage if you would not only drive in a straight line but also manouver a bit

    • @Scorpiany
      @Scorpiany 11 หลายเดือนก่อน

      This is true, but keep in mind the track HP buff also comes with a hull traverse speed buff to compensate for that. That way the difference in turning / maneuvering isn't as noticeable as it otherwise would be purely off the terrain resistances.

    • @user-ts3qj6ll4e
      @user-ts3qj6ll4e 11 หลายเดือนก่อน

      @@Scorpiany ah right, I completely forgot about this

  • @thesleepyweasel3775
    @thesleepyweasel3775 11 หลายเดือนก่อน

    It would also be nice to see demos of turn speed. GG!

  • @mareksadlowski
    @mareksadlowski 11 หลายเดือนก่อน

    Waiting for u to test the other modifications skill, good job!

  • @tryn3
    @tryn3 11 หลายเดือนก่อน

    I'm not sure if the first part of the testing was one SC without the field mod and one with. Or one with the opposite field mod? Any of you guys got that?

  • @tamaskecskes8768
    @tamaskecskes8768 11 หลายเดือนก่อน

    Hello Skill! Thank you for the video, it was very helpful and informative, even for me, who is playing this game for 10+ years. But something for me is not clear : is there a difference in damaging track if you are penetrating the tank or not ? For example, I will deal the exact same damage into the track if I am shooting the frontal wheel from a side ( 90 degree) angle and from the front ( 180 degree) ? ( if it is not clear what I am trying to say , in the first case I am on the tanks side, and on the second case I am in front of him)

  • @helohel5915
    @helohel5915 11 หลายเดือนก่อน +1

    Aye, I think I was on Scorpiany's twitch channel and I got an explanation of this and that you were going to make a video on this
    Good stuff

  • @jesusisking8502
    @jesusisking8502 11 หลายเดือนก่อน

    So do we choose the other option for the field mod or do we have no field mod at all?

  • @Orcone
    @Orcone 11 หลายเดือนก่อน

    Other sources explains tracking damage is based on your module damage. But if you manage to hit the drive sprocket and also pen the hull the module damage to the track is doubled. Testing shots that do not pen the hull can further proof this. Example: The conq has 250 track hp, 165 module damage. 1 shot at the tracks only would not destroy it. But if you hit the sprocket and pen the hull it deals 330 module damage. Then a third theory comes in. It is still rather unclear if module damage has a set ammount or rng roll. We have all had those games where we could suddenly ammorack/ track a tank that would have way too much module damage on paper. Or fail to track a tank while shooting shell after shell in the frontal sprocket without penning the hull. (looking at you T95 and Tortoises.) Your doing the community a big favour of testing these things. GJ.

    • @Scorpiany
      @Scorpiany 11 หลายเดือนก่อน +1

      That is what I used to believe until I actually put it to the test, we did thorough testing on stream. Guns with different module damage but same alpha damage had no difference in tracking ability, while guns with different alpha damage but same module damage had the difference. The math (running the exact values of alpha vs. module damage vs. track HP) consistently worked out that it was only the alpha damage of the gun that counted when shooting the drivewheel in a 1-to-1 ratio, while anywhere else on the track was 1/3rd of the alpha damage.

    • @Orcone
      @Orcone 11 หลายเดือนก่อน

      @@Scorpiany Nice. So what about HE damage in this case? Tested that aswell?

    • @Scorpiany
      @Scorpiany 11 หลายเดือนก่อน

      @@Orcone HE works the same way, since the game calculates alpha damage rolls first, everything else (such as penetration, splash damage, etc.) second. Since track damage isn't dependent on penning or damaging the tank, all the same mechanics apply (the base alpha damage of the shell).
      The only exception will be for arty splashes, since they use the old HE mechanics where the shell actually explodes and has an area of effect. Arty shells will do damage based on the distance from the track.

  • @GreysTavern
    @GreysTavern 11 หลายเดือนก่อน +16

    Been playing this game for over 10 years. First time I learned some of this. Thanks.

  • @zordiark9673
    @zordiark9673 11 หลายเดือนก่อน +2

    if i remember correctly, we are talking about the 7% Field mod. And 7% is sadly just nothing. But it helps in combination with Smooth ride in fast accelerating Tanks to gain some momentum (aka, Vz55 or 277, maybe even IS7)

    • @denizhanenesuzun6105
      @denizhanenesuzun6105 11 หลายเดือนก่อน

      in the video tanks have that skill.

    • @zordiark9673
      @zordiark9673 11 หลายเดือนก่อน

      @@denizhanenesuzun6105 You missed the entire Point of my Comment, good Job.
      The point was that its useful in fast accelerating Tanks. Not in slow or average fast Tanks.

    • @denizhanenesuzun6105
      @denizhanenesuzun6105 11 หลายเดือนก่อน

      @@zordiark9673 it is actually useful in high terrain resistance tanks. Like is7 yeah.

  • @zyxzevn
    @zyxzevn 11 หลายเดือนก่อน

    Didn't know about this. Great info.

  • @PolecatCreekGarage
    @PolecatCreekGarage 11 หลายเดือนก่อน

    so i guess i should take and improve the track health on the EBR then.

  • @jonathanvl1160
    @jonathanvl1160 7 หลายเดือนก่อน

    I think these types of videos have some potential! There are lots of mechanics that we can/dont see which we modify daily, from crew damage and their HP, how the crit chance skill increases. I wonder how many field modifications are like this and to what extent do they affect our tanks and which kinds? Awesome video Skill!!

  • @DukeVictory
    @DukeVictory 11 หลายเดือนก่อน +1

    @skill4ltu as far as I remember, terrainresistance is way more important for hull turning than acceleration - and there combined with the turret traverse it can decide wether you can follow a tank circling you or not, that doesn't mean you're not totally on point, but I think the difference that matters isn't acceleration but hull traverse. Still very nice video.

    • @Scorpiany
      @Scorpiany 11 หลายเดือนก่อน

      Traverse speeds are affected by terrain resistances, but keep in mind that the track HP buff also comes with a hull traverse speed buff to compensate. So the traverse speed that you're losing is actually pretty small.

    • @DukeVictory
      @DukeVictory 11 หลายเดือนก่อน

      @@Scorpiany I'm not playing activly any more, so I simply overlooked the hulltraverse buff, but I remember hulltraverse showing pretty good on medium and soft terrain :) like I said, the video is really good, I'd love to see the traverse speeds compared too :D

  • @tangalooma7257
    @tangalooma7257 11 หลายเดือนก่อน +3

    Amazing - would not have thought that was such a bad field mod. Thanks Skill!

  • @Delirio2
    @Delirio2 11 หลายเดือนก่อน +1

    I think the way you presented ground resistance was a bit misleading.
    The faster acceleration may not be noticeable on a single straight line beyond the initial gap, but you have its benefits EVERY TIME you accelerate your tank, even for only a few seconds/short distances. You will always move quicker from a standing position. You can prove this by racing two tanks, but you only let them accelerate for 2-3 seconds, then stop and repeat. It will gradually build much more distance than shown in the video.
    Bottom line is, the more you move your tank, even the smallest of distances, the better ground resistance field mods become.
    To me, there is still no way around it no matter if you run a maus or leo 1.

  • @ShakesB13r
    @ShakesB13r 11 หลายเดือนก่อน

    Dumb question, if instead of the side you were to shoot the first wheel and would hit the tracks behind that aswell, would your tracking dmg be added to x1.33 then? Thats what it feels like if you hit tanks on the ridgeline

  • @novus80
    @novus80 11 หลายเดือนก่อน

    Thanks for sharing this testing, interestin af.

  • @Destro_TJ
    @Destro_TJ 5 หลายเดือนก่อน

    amazing Skill very useful I was pretty sure damage vs modules not Alpha doing this thank you

  • @divxrullz
    @divxrullz 3 หลายเดือนก่อน

    Thanks - with this video you reply to some of my questions about tracking, especially those thanks which sidescrap :D

  • @treetopflyer522
    @treetopflyer522 11 หลายเดือนก่อน

    Will you do test/comparisons for all field mods and will this reflect on your index page?

  • @NasGuardia
    @NasGuardia 11 หลายเดือนก่อน

    As Scorpiany mentioned much work went into this video BUT imagine player without turbo and without this field mod, would eat dust behind you, very good video, thank you for sharing this

  • @dovydassimis8566
    @dovydassimis8566 11 หลายเดือนก่อน +1

    so dmg vs modules counts towards what? everything except tracks? btw if that module damage is flat or it rolls like main hp dmg and if it does is it's +-roll% the same as the shell dmg +-roll%?

    • @Scorpiany
      @Scorpiany 11 หลายเดือนก่อน

      Dmg vs. modules is for internal modules. Tracks an external module, so they don't use this value. The module damage behaves the same way as normal damage rolls, the game calculates your damage roll first (which affects module damage too), and then calculates things like penetration, splash damage, etc. So if your shell high rolls, it does more damage to internal modules as well.

  • @muzzy5914
    @muzzy5914 11 หลายเดือนก่อน +2

    Great advice as usual. Keep it coming.

  • @jojombo3459
    @jojombo3459 11 หลายเดือนก่อน +1

    What about shooting HE on the tracks ? Do you need to “pen” the track to deal damage or it has a 0 armor value?

  • @DA-cl4ww
    @DA-cl4ww 11 หลายเดือนก่อน +1

    I thought everyone knew this? It even shows that terrain resist is better on tanks gg. On skorp terrain resist + rotation turns it into a medium for instance.

  • @ivoryofthestudygroup
    @ivoryofthestudygroup 11 หลายเดือนก่อน +1

    so in a heavy, if you use HP don’t take the left field mod. if not you’ll be tracked in one shot so it doesn’t matter

  • @drakeson4841
    @drakeson4841 11 หลายเดือนก่อน

    The tank driven was kind of a bad example because Super Conqueror is capped by having quite slow top speed, which ended up being reached in the video and from that point both tanks are stuck at the exact same speed. For tanks like IS-7, Vz. 55 or WZ-111 5A, there's way more room to fit the extra speed thanks to vastly higher top speeds so in the end the one with better resistances ends up being drastically faster (Especially in the Himmelsdorf example comparably).

  • @gofast8878
    @gofast8878 11 หลายเดือนก่อน

    Tnx skill, but i never took it on super heavy's.
    Because armor only works if you can angle it.......fot that you need your tracks to stay on

  • @02JAN1970
    @02JAN1970 11 หลายเดือนก่อน

    Very interesting and helpful! I look forward to more information like this!!!

  • @imrekovac4886
    @imrekovac4886 11 หลายเดือนก่อน +1

    Skill, can you do the vidio about AP, APCR, HEAT and HE shells, does the shape of the tank armor depend on the shells?

  • @almaestro7171
    @almaestro7171 หลายเดือนก่อน

    Hi i have tog 2 opened all field modifications but i press brfore battle and after battle icons are disabled and enabled but not i cant change both like sheels and first kit and cant also change the gun rammer and others equipment only i can change 1 thing with ctrl +1 or ctrl +2 not both how can i fix that 😢 shall i destroy field modifications,? Because i dont have 2 options

  • @shawncrittenden6216
    @shawncrittenden6216 11 หลายเดือนก่อน

    What about all terrains "uphill" Like on Sand Grass? Diff might be much greater No ?

  • @caniconcananas7687
    @caniconcananas7687 11 หลายเดือนก่อน

    I already had doubts about this modification and I mostly did not use it. Now the doubts have dissapeared.
    Thanks a lot for this information.

  • @dinismantas7265
    @dinismantas7265 11 หลายเดือนก่อน

    But could it be worth taking some risk with certain heavies? For example the IS7 (with grousers) or the 277? Maybe even the AMX50B or the VZ55? Faster heavies that can take positions early for early damage and map control.
    Very good video, btw.

  • @ricardocruz3578
    @ricardocruz3578 11 หลายเดือนก่อน

    Nice work Skill! Just a question: The damage to the tracks is calculated from de "normal" damage of the gun or the "Damage vs. Modules" that each gun have and is hidden in game? tanks gg have it there too, for exemple IS7 130mm gun have 490 damage and 180 vs. modules.

    • @Scorpiany
      @Scorpiany 11 หลายเดือนก่อน +3

      The damage vs. modules stat only affects internal modules (fuel tank, engine, ammo rack). Tracking is only based on alpha damage of the gun (irrelevant of module damage or gun caliber). I did comprehensive testing to confirm this before bringing it up to skill, and I had skill and Bishox run additional tests to make sure they replicated the results on their own.

    • @ricardocruz3578
      @ricardocruz3578 11 หลายเดือนก่อน

      @@Scorpiany thanks for the info!👍

  • @metix9516
    @metix9516 11 หลายเดือนก่อน +3

    MaxGamingFPS did video on this topic 2 months ago

  • @tomaszkpl
    @tomaszkpl 11 หลายเดือนก่อน

    For me, modification for lower terrain resistance was stinking from the beginning, so I never bought neither of these two options. Now I need to think if I should buy tougher tracks mod.
    In the matter of which wheel should I choose as a target - I didn’t even suspect that it is important. Nevertheless I always tried to hit front or rear wheel because my King Baboon and others pro players like Daki did so. 😁😎
    Thanks for a little bit of science. More videos like this highly appreciated. 👍♥️
    Thank you Skill for all your work.

  • @cristianionut9885
    @cristianionut9885 11 หลายเดือนก่อน +1

    I think speed would be great in case you wanna climb up the hill in order to play Hull down position and you wanna arrive there before your enemy does. Let's say your enemy has 450 Track HP and you have 375 Track HP, but you will arrive in the position faster than him and you will be able to play hull down, especially on Super Conq cus this tank have much gun depression. Playing hull down its safe and you wont be tracked

  • @iainansell5930
    @iainansell5930 11 หลายเดือนก่อน

    seems like ground resistances only affect how quickly you get to top speed...

  • @gutthroom
    @gutthroom 11 หลายเดือนก่อน

    Great info Skill, tyvm.

  • @mongolz1000
    @mongolz1000 11 หลายเดือนก่อน

    All this comes down to if you want to be the first one to reach the hulldown position or not. In CW situations it is pretty rare to get your tracks destroyed because of the hulldown meta.

  • @wilga80
    @wilga80 11 หลายเดือนก่อน +1

    That was great, Skill! Thanks for the hard work to let us know.

  • @PlaAwa
    @PlaAwa 11 หลายเดือนก่อน

    nice vid. i'll have to watch a few more times to absorb all

  • @joe125ful
    @joe125ful 11 หลายเดือนก่อน

    So if caliber not matter i can track Maus with lower tier HE too?
    IS-2 have 512 Dmg on HE in theory i can do that on first shot?

  • @agentdd1918
    @agentdd1918 11 หลายเดือนก่อน

    But how do HE shells work with tracking? Because if tracking is based only on alpha, then it should be easier to track with HE

  • @MyAtlan
    @MyAtlan 11 หลายเดือนก่อน

    I think the alpha which matters is the module damage. It is not? It also depens on the caliber

  • @webuser2014
    @webuser2014 11 หลายเดือนก่อน

    I knew it, always go for track health. Getting tracked in the open is the worst and surefireway to get 0 dmg. But the last part was new to me, i always thought that the tracks inbetween were just for cosmetics, that they actually count toward trackdamage is really good to know. Thanks for the video Skill!

    • @sandboy5880
      @sandboy5880 9 หลายเดือนก่อน

      Yeah, very obvious for anybody with a common sense.
      So maybe... to not actually that many people nowadays...

  • @DIREWOLFx75
    @DIREWOLFx75 11 หลายเดือนก่อน

    The ground resistance mod makes more sense for tanks with such BAD resistance that they cannot reach their topspeed, because then it affects both acceleration AND topspeed, even if not much...
    Otherwise, no, no real use.
    Same thing as with equipping tracks. On the E-50M, they're great to have, on the E-50, it's an almost complete waste of an equipment slot.
    .
    I have NEVER managed to track someone from hitting the middle wheels... And that includes hitting an ELC90 with a JpzE100, a shot that also did zero damage, because somehow, i just get a "critical hit" and zero damage when hitting middle wheels...

  • @johnfarscape
    @johnfarscape 11 หลายเดือนก่อน

    I found my obj 260 lost a lot of top speed on all terrain types when I used the other field mod, about 5-10 kph depending, for me its too much of a trade, the traverse also got a lot worse.

    • @Scorpiany
      @Scorpiany 11 หลายเดือนก่อน

      Obj. 260 has very bad terrain resistances, and also isn't a tank that relies on side-scraping as much as it does hull-down. Still make your choices on a tank-by-tank basis. Tanks with really bad terrain resistances (Obj. 260, IS-7, AMX 65t) should still consider the terrain resistance buff. Also fast heavies that don't rely on track HP (FCM 50t, AMX 50B) would also still benefit from terrain resistances.
      The track HP buff matters the most on brawling heavies such as the Maus, Obj. 705, Super Conqueror, etc.

  • @clivedinosaur8407
    @clivedinosaur8407 11 หลายเดือนก่อน

    For internal modules the amount of damage to the module is directly related to the gun calibre and not the alpha damage of the gun. e.g. The Lowe and Renegade guns have 320 & 360 alpha damage respectively, but cause the same module damage as every tank with 105mm gun. Is the mechanics different for the track modules?
    In the comparison clips there was a tank with bonus to ground resistance field mod, but it wasn't clear if the comparison tank had no selection for the field mod, or if it had selected other option with ground resistance penalty.

    • @Scorpiany
      @Scorpiany 11 หลายเดือนก่อน +1

      Yes, damage vs. modules only applies to internal modules such as the engine, ammo rack or fuel tanks. The tracks follow a different set of mechanics using alpha damage. We did comprehensive testing to confirm this.
      The second tank in the driving comparison should have had the opposite field mod selected, Bishox would have to confirm this. I did comprehensive testing of my own, then spent a good couple hours with skill and Bishox going over the findings, mechanics, and ways for them to run their own independent testing as well.

    • @clivedinosaur8407
      @clivedinosaur8407 11 หลายเดือนก่อน

      @@Scorpiany thanks, I appreciate the detailed response (and all the effort that's gone into this video)

  • @TheJonesLP1
    @TheJonesLP1 11 หลายเดือนก่อน

    You also could have mentioned, that when a track without hardening is repaired, it stays yellow and has less HP by that

  • @ArmisticeDay1918
    @ArmisticeDay1918 8 หลายเดือนก่อน

    Skill .. awesome video... If possible, please do more videos regarding the machinics in wot.

  • @Jesus-bs5fl
    @Jesus-bs5fl 11 หลายเดือนก่อน

    Wow! I didn't know tracks even had health. Thanks SKEEEELLLL ! !

  • @ElmohoZ-rf7kl
    @ElmohoZ-rf7kl 11 หลายเดือนก่อน

    Wow it was great ... what about HE and HEAT ammos effects on tracks ?

    • @Scorpiany
      @Scorpiany 11 หลายเดือนก่อน

      Track damage is the same with both HE and HEAT. Tracks count as spaced armor, which make it harder for those shells to do damage to the tank itself, but it doesn't change how the damage mechanics themselves work. HE shots from normal tanks are also not different from AP, they just do more damage to the track so it's easier to break the track with HE.
      The only difference is when it comes to artillery, since arty keeps the old HE mechanics from a few years ago, so splash damage from an arty can still damage or break the track even if it did no damage to the tank, hitting the ground from a few meters away. The further from the track the shell lands, the less damage to the track (and the tank) the arty shell does.

  • @davidballantyne4492
    @davidballantyne4492 7 หลายเดือนก่อน

    Huh, I always thought terrain resistances affected overall speed, but at least this field mod only seems to affect acceleration since we see the "fast tank" pull ahead at first but then it evens out. I wonder if this is: a) a bug, 2) a unique way this FM works, or 3) I've just never known what TRs really did. Actually, I guess it must affect the horsepower calculation, which means you should try doing the speed tests going uphill and you'd probably see a bigger difference.

  • @brucedeo1981
    @brucedeo1981 2 หลายเดือนก่อน

    every difference in this game is miniscule. For example vents or gun rammer, so you get 0,8sec faster reload, so?
    The thing is, you will get to position 1sec earlier, get the shot first, its GG (almost). Its a head start.

  • @roberthart3305
    @roberthart3305 11 หลายเดือนก่อน

    Great video! I've got 40k battles on my account and learned a lot. Thanks Skill.

  • @alex.mielus
    @alex.mielus 11 หลายเดือนก่อน

    Very nice! Awesome discovery.

  • @ossiosric6283
    @ossiosric6283 11 หลายเดือนก่อน

    Interesting ... but what is, if enemy shooting HE ... HE has higher Alpha, but after the rework, the shot goes through the tracks into the body ... maybe you can test this too. Thx.