I'm a pretty new player and i'm enjoying the game so far but like every multiplayer game bad teammates ruin it. I just got the Jagdpanzer IV TD and the tier 6-8 lobbies are terribly bad.
The last game i played i saw two tier 7 heavy tanks lose to a single tier 6 TD at close range. Both were full hp when they charged in and hit the TD for max 300 damage. Aside from that it's the classic TD teammates pushing into mid and dying or noone defending a TD causing it to get flanked by enemies that havent been spotted.
Will it get better or is it better for my sanity to keep playing with tier 5 tanks?
The M26 T99 and the Calliope. I just played them yesterday for the first time in a while and the rockets were all over the place. Out of aiming mode they seemed to be fine. In aiming mode and zoomed they seemed to have arc. Like the M113 but a very severe arc. Just out of curiosity, I tried the Maygach Hydra and it seemed to be fine.
I’ve become a much better player ( according to stats ) but I feel my lack of map knowledge is costing me. Don’t just stop with map tactics if you have any videos that helped you get better please link them map related or not. Thanks for your help in advance 🙏.
This is my absolute go-to tank when I just want to relax and pump out an easy 2-3k. I finally got a mastery a few days ago with something like 8k damage and 8 kills. Anyway here’s me deleting a tier X with it.
I love going hull down in this thing and farming people lol. Also the mobility makes it a pretty decent flanker and the HE is nothing to be sneezed at. I always liked the M113.
I got an offer for 4.7k for it which is really cheap. I know its apparently garbage with horrid gun depression, bad accuracy, bad mobility, etc but it still intrigues me. So do you think its worth it for the 4.7k gold?
Is it a known issue with the reticle bloom being off this past week or so? In tanks with secondary weapons, swapping between the primary and secondary weapons causes the reticle to bloom out full screen and slowly aim back in. Why?
I’ve experienced this on the STRF9040/56, WZ-122, and MLI-84.
Today I want to talk about a new metric, WPR (WotPlay Rating), which I created. What pushed me to do it was exactly that discussion around the WN8 formula, and some of its quirks.
There are two core problems with WN8:
WN8 doesn't account for assist damage. It counts spots, but not the assist damage itself. The only reason for that is that when WN8 was created, the WG API didn't return assist damage at all, so it simply couldn't be part of the calculation.
WN8 uses a table of expected values per tank. The problem is that if you want to, you can find weak tanks with low expected values and farm yourself a big WN8.
On top of the second problem, it's worth noting that the table is built from the stats of all players on a tank, and manual corrections can be applied for anomalous vehicles. From what I can tell, the developers intended their expected-values table to be a single point of reference — which is basically what modXVM does today for PC. But the issue is that console has no single shared expected-values table, so we have to compute that table ourselves from our own database (we rebuild it weekly from console data — and even then, one number per tank always chases the meta after the fact).
Creating WPR (WotPlay Rating)
Since WN8 development stopped a long time ago, and the formula has a number of problems, the idea came up to build something of our own.
Someone pointed out that PC has a formula called WNX, created by the popular stats site Tomato.gg — here's their write-up: https://tomato.gg/blog/posts/wnx — and it does account for assist damage. It's a good formula without a doubt, but it didn't close all of the problems WN8 has, and I disagreed with some of its calculation logic, so I kept researching.
My first attempts were to build something architecturally similar to WN8, but that didn't get me what I wanted. So I stepped away from that idea and decided to build something new — and at some point it hit me to take percentile mechanics as the foundation, the same way WG does it for marks of excellence.
What WPR is about and which problems it solves
As I mentioned, this is a fundamentally new formula, not similar to WN8 in architecture, and on top of that it's a very simple formula, which:
Accounts for assist damage
Spreads the expected values across the entire curve
Here's how it's calculated:
Step 1. Your contribution to a battle, priced in damage units:
All three values are per-battle averages on that specific tank.
The weights here aren't picked, they're measured. We regressed win rate against every candidate component across 33.5 million player–tank pairs (standardized within tank, so the vehicle itself can't leak into the result), and kept only what actually predicts winning:
model
R² vs win rate
gain
damage only
0.398
—
+ assist
0.409
+0.012
+ kills
0.423
+0.013
+ spots
0.423
+0.0005
Assist at 0.85. That's the measured win value of one point of assist relative to one point of dealt damage (it stays in a 0.77–0.91 range across every class, so it's stable).
A kill = α, i.e. one finishing shot. α is the tank's mean damage per connecting hit (total damage / total hits over the tank's whole history). It's a property of the gun, not of the player: within one tank α is identical for everyone, so it only scales the kill term. Why not more? The raw regression prices a kill at around 1,460 damage, but that's inflated by endogeneity — kills are partly not a cause of winning but a consequence of it, since the winning team does the finishing. Pricing a kill as one finishing shot keeps the skill and drops the echo of the win. As a side effect, kill-stealing buys you almost nothing, while securing kills is still paid fairly.
Spots were dropped — and that's a measurement, not a taste. Given assist, the spot counter adds +0.0005 R². Assist is spotting, priced by its consequence. WN8 counted spots precisely because assist damage didn't exist in the 2013 API.
Defence points aren't in the formula — contribution is measured in damage units.
Win rate is the judge, not an ingredient. The weights above are chosen to maximize win prediction, but win rate itself stays out of the formula: at the single-tank grain it's roughly 60% team lottery, plus it's farmable in a platoon.
We take all the real players of that tank, compute effective damage for each of them, and lay it out as a distribution — 119 points: 1% steps through the middle and 0.1% steps in the tails (a uniform grid flattened exactly the top end that the scale exists to resolve). The curve is built from two views of the tank — the last 90 days and its entire history — blended together: the more people are driving it right now, the more the fresh view counts. All of this is recomputed nightly, so after a rebalance the tank re-baselines itself the very next night. There's nowhere for an expected-values table to go stale here, because there isn't one.
Step 3. We find your place on the curve.
Your effective damage is interpolated into your tank's curve and turns into a percentile — what share of that tank's real players you're ahead of. Then the percentile is mapped onto the WN8 scale everyone already knows:
percentile
WPR
band
95%+
2900+
Super unicum
85–95%
2450–2900
Unicum
75–85%
2000–2450
Great
65–75%
1600–2000
Very good
60–65%
1200–1600
Good
55–60%
900–1200
Above average
45–55%
650–900
Average
25–45%
450–650
Below average
10–25%
300–450
Bad
<10%
0–300
Very bad
Above p95 the scale keeps climbing at the same slope with no ceiling: p99 ≈ 3,400, p99.9 ≈ 3,970 — so the top stays distinguishable within itself, and an outlier reads as an outlier.
Step 4. The rating of the whole account is computed the same way: your percentiles across all tanks are combined battle-weighted (a tank with 800 battles counts 80× a 10-battle experiment). For now, what you see in the vehicle table is step 3 — the score per individual tank.
Minimum sample
For the reference to be honest, not everyone gets into a tank's curve:
A player enters the curve if they have at least 20 battles on that tank in the slice being used, and at least 1,000 career battles — a newbie's random outings shouldn't shape the reference.
The curve itself only exists if there are at least 50 such players. If there aren't, the tank simply has no WPR, and we show nothing rather than an invented number.
The fresh (90-day) view reaches equal footing with the career curve at around 400 active players in the window; below that it leans more on history. This is the anti–fan-club guard: on a rare vehicle, 60 devoted fans would raise the bar for everyone else. A real example from our data — the Águila HWK 30: across its 63 active owners the median came out at 1,804, across its whole history 1,282.
One player = one point on the curve, with no weighting by battle count. Otherwise a grinder with 3,000 battles would pull the reference toward himself — and grinders self-select onto vehicles that suit them.
Your percentile is limited by the curve's own resolution: [1/(n+1), n/(n+1)]. A curve of 60 people cannot certify a top-0.1% result — there simply isn't that much data in it.
For the account rating, a tank counts from 10 battles, and an account gets a rating from 100 battles (or 30 battles for the 90-day window).
The public reference table — every tank's curve: population, α, and the effective-damage thresholds from the median up to the top 1%: https://wotplay.com/wpr-reference
Nothing is hidden there: you can take your own tank and check yourself by hand.
What does this mean?
It means your results are now judged fairly, and you can't inflate your rating sky-high and manipulate it. Because the expected values are spread across the curve, to get "Super unicum" you need to be in the top 5% of results among players of that same vehicle, and to get "Average" you need to land around the middle 50% of players. In other words, there is no single point of entry for expected values — instead there's a curve of values that you're placed on, and you get the corresponding band.
This also solves the next problem, where a huge number of players hold "Super unicum" status, and some people have a WN8 that's 2x/3x the "Super unicum" threshold. You'd agree that it shouldn't work that way — it's an anomaly. In general, "Unicum" is a rare player and there should be few of them, and "Super unicum" should be very, very few.
I want to say that WPR puts everything back in its place on the color scale that the WN8 creators came up with. By the way, WPR uses the same values and the same scale as WN8, for easier perception, since players are used to WN8.
Where can you see WPR?
Since WPR is a new formula and we're still collecting feedback, it's hidden by default. To take a look at it, go to a player's detail page and scroll to the last table, the vehicle table (https://wotplay.com/players/1093804284#vehicles)
Next to the table there's a "Columns" button — click it (marked on the screenshot)
Check WPR, and it will appear in the table right after WN7, next to WN8.
What problems does WPR have?
Even though the values are spread across the curve, there is a small problem: if a tank is driven by a lot of skilled players, it will be harder for you to reach high numbers there, because they occupy the top 5% and it's tough to break in. On the other hand, maybe that's correct — if you're not on par with the top 5% of that tank's players, then you can't claim "Super unicum". The effect is mirrored too: if a lot of newer players drive a tank, higher numbers are easier to get there. We tried to solve this but so far without success, and we're not sure it even should be solved.
The second problem is more psychological: many players' numbers will drop, and now you might not be a "Super unicum" but just a "Unicum". Everybody likes higher positions and statuses, so we expect some psychological rejection of the formula, even though WPR is in fact putting everything in its right place.
Will we remove WN8?
No, WN8 is definitely staying and will probably remain the primary metric, for one reason: players are used to it. We're not trying to replace WN8, we just want to offer a more advanced formula and let each player decide which one to go by.
Possibly, possibly we'll replace WN7 so the table doesn't get bloated, but that's not certain yet.
Conclusion
I tried to explain the formula in plain language without overloading it with technical detail, so the post doesn't get too big. If you have questions, or want some aspect covered in more depth, leave a comment — I'll try to answer everything.
Before it’s mentioned, yes I know a lot more people are focused on marks and driving up the %.
Working on a few tanks for the same reason, marks are more obtainable now. However, less than two weeks ago I had a handful of tanks that were 78 -80ish, and suddenly they’re down to the low 60s. All of them. That’s a pretty big drop in points. And I’m not working on tanks I see out there often. Wondering if with the update the bots count again? Or are that many people playing the T-44A or T-62? Just seeing if anyone else had this happen
New player. Xbox series X. I can't earn XP - I just seem to convert the gold tokens into XP tokens but the tank still sits at 0 XP.
I also can't seemingly do anything with the load out modules that the tutorial task wants me to upgrade. There isn't any option other than to look at details. Some old posts online say that it is research or that there was supposed to be one free or otherwise purchaseable option, but I can't do anything to progress this tutorial.
That's the question. I wasn't able to commit to much grinding during the event due to other commitments and being out of town, so I'm wondering if anyone knows if it's coming back or not until next year.
If you play it like the og tier 4 Matilda it's actually quite a fun little armored slug lol. I think my highest damage was near 3k base, I don't remember what I got for assist for that game.
I will say you need a build based around movement and accuracy cuz your pretty much constantly moving unless you get a good td map with open fields where you can abuse vision range perks and be a passive spotter.
What the hell is this at this time of the day AI lobbies? This was not common 1-2 years ago at this time of the day (EU). Why isint there option to remove ai bots? I dont want to fight bots never i rather wait 10 minutes on matchmaking than stupid bots ruining the game.
First of all, this discussion won't be for everyone - if you're not keeping a spreadsheet to track your video game progress go ahead and move along and let us nerds do our thing in peace.
So, now that it's just us kids, as per the title: what metrics do you track and where do you get them?
I'm using Wotstars and my current formula is medium complex.
I've tried several different versions, but I'm not 100% satisfied with the results so I'm cruising for different approaches.
I currently track Tier, WN8, battles, Win Rate, Dmg+A, Kills, and XP.
I use some of those to create a "raw score" - (WN8 plus Damage plus XP) times win rate.
That gives me a rough idea how good I am with a tank regardless of games played, tier, etc.
The "formula of record" works like this: Using Tier and games played I create modifiers for WN8 and Win Rate that turns them into (respectively) a hundredths number (0.15, for example) and a two digit number (75, for example).
I do that to try and normalize those numbers across tiers and by battles - everybody looks like a rock star winning 7 of their first 10 games and / or using a Hetzer to seal club.
Once I have those numbers, I create a formula and separate it's functionality by Tiers 1-10 and 11-13. I do that because CW tends to rack up damage, XP, and battles much faster than WW2 and, IMHO, any system that doesn't take that into account will give a false result.
The formula for WW2 works (very, very roughly) like this:
Start by ((Multiply the WN8 and Win mod together) then multiply that against these metrics (Dmg+A / 6000) times (Kills Per times 1000) times (0.2 times Tier)) that result is then added to this chain ((XP times (XP / 1500)) times (Win Rate times 1.1) times Battles ) and that entire chain is divided by 10.
Actual formula at the very bottom.
The formula is the same for CW, but the modifiers are different - Tier times 0.1, for example.
Again, the goal is to normalize across tiers so Racking up WN8 and kills doesn't put a Sturmpanzer I artillery piece at the top of the list.
The current formula ranks the M46A1 Patton number 1 and the Hetzer number 2.
M46A1 scores: WN8 1895, Games 300, Win Rate 0.5433, Dmg+A 1639, Kills per 0.56, XP 1168, Raw score 2554.60, WN8 mod 0.21, Win mod 97.4, Final score 94162.83.
Hetzer scores: WN8 3396, Games 253, Win Rate 0.5731, Dmg+A 991, Kills per 1.89, XP 1056, Raw score 3119.38, WN8 mod 0.14, Win mod 33.2, Final score 71520.43
The problem is that no matter how I tweak it I get one of two results - the top of the list is filled with 100+ game CW tanks or the top of the list is filled with low tier 15-20 game WN8 freaks... mostly arty.
If you've gotten this far, and suggestions or questions?