EFF and WN6
To start it out I'm going to have to talk about the general metric used to gauge a players competence called Efficiency and WN6. These two metrics use the different things you earn each battle like kills and damages and determines how effective you've been in helping your team to victory. I'm not going to explain the formulas since the only thing that matters is if you play naturally and deal / spot more damage then a top tier heavy or two you're doing good. The rule of thumb that I see it as is based on is the worst a player's efficiency is the more likely they are to rush shots, exposing their weaknesses more often, and all those other little things that makes them easier to kill like not using a fire extinguisher. Please note that this is just a personal view based off in game experiences so this list of about how I rate people should be taken generally.
- 0~400 Easy to kill
- 400~700 Can put up some fight
- 700~900 Below average, take seriously
- 900~1200 Can kill if your drunk.
- 1200+ Don't be stupid, they know what they're doing
My favorite part of the XVM package is the base capture timer redesign. It shows you how long you have until the base is captured in seconds. It also shows you how many people are on cap such as 1, 2 or 3+ since the capture speed does not increase past 3 people. This can be extremely handy since knowing how long you have until a base is captured can completely change how you play. If you know you have 9 seconds and your reload is 10 you know you can't afford to rush your shot. Likewise if there is still two minutes and a half until the base is captured you can take your time killing the guy near you before returning to base. Also for those who don't keep track on how fast bases capture across the different maps and game types knowing for sure that 2 are capping then you know where two of the last three enemy tanks are.
For those of you who want to modify the different things XVM can display like showing a players efficiency next to their name above their tank then I suggest going to this XVM Editor, opening the xvmconfig file from inside your mod folder (res_mods/0.0.0/gui/flash) and saving your modifications to that (I keep a copy of a working version handy encase I really mess some stuff up). In general the only things I really touch there is the above tanks icons (Markers), and the Tab / Loading / Player Panel sections to show WN6 or Efficiency based on your preference. Some suggestions I have for what to keep for these four spots are...
- Battles, Winrate and some efficiency calculation (even if it is just colorizing the players name) for the tab and loading sections.
- Show a players efficiency over the tank when you press alt, this is where you can place all the fun information like tank tier, player name, tank type, etc that would just clutter up the default.
- Be minimalistic for above tank markers except in tab mode, just showing a player name (ally) or tank name (enemy) and their health bar is generally enough.
- Play low tiers after you edit your XVM to see if you like the changes in battle, you don't want to be in a Tier 10 game with something that makes it harder to play.
The first thing you want to do is install the Dokan Library and restart your computer, if you have Windows 8 use compatibility mode. XVM uses this to display user statistics like Efficiency and Win Rate in battle. After you have that installed download XVM and place your xvm-stats.exe and xvm-stats.exe.config files in the World_of_tanks folder. The world_of_tanks folder should be in your C:\Games\ folder (get to it by going to My Computer -> C Drive -> Games -> World_of_tanks). The next thing you should do is go to your res_mods\0.0.0\gui\flash folder and paste your xvmconfig file here where 0.0.0 is the current patch number for wot (currently 0.8.4). After that all you'll have to do is make a shortcut to your xvm-stats.exe and run World of Tanks from that file (I have it pinned to my start menu) and XVM should be working.
Why XVM can be good or bad
Have you ever seen people who say that the chances of winning is bad so they kill themselves at the start of the game? This is because of XVM and them giving up before they even tried because based on the tanks and tankers driving them stats it says that they have a bad chance. However time and time again I've seen teams with a 5% chance to win decimate another team. This is because the application of one teams forces may not be appropriately placed to take advantage of the other teams positions.
Using XVM as a loose gauge instead of a set rule can be beneficial by helping with target priority and anticipating actions. When I see a red player (low efficiency) I know that they'll probably pull out of cover too far so I can have a nice shot on their side before they can return fire or pull back. Likewise if I see a unicum (highly skilled player) I know he'll probably be in a position where he can deal / spot the most damage while taking the least amount. The unicum might go somewhere and just get blasted before he can do anything or the red guy may be in a spot where he can just blast people in the side.