Wednesday, March 27, 2013

World of Tanks: General mods everyone should use

So World of Tanks allows you to modify how pretty much everything in the game is displayed. You can change textures, models, and the gui (graphical user interface) which is your hud. Just press V while in a battle to see what the game is like without it and you'll instantly know what a gui is.

This is however not cheating except modifying tracers (only think I know of that is frowned upon by war gaming). This is because s all the "if you hit and is that guy visible" calculations are done server side. So even if you changed a tanks model you'll still only hit it if the server says you do.

The three mods I suggest most of all before getting into the optional ones are the following...

Jimbo's crosshair mod (or any other ones). You'll know exactly how long it takes to reload in seconds (like 2.40) instead of guessing based on that bar filling up. Another nice feature includes things like about how long an artillery shells takes to travel and your health in % encase you forget to check, which I do. It is also fun to watch your reload speed drop as your crew levels up.

Accurate Damage Indicator is a mod that changes the visuals for when you are hit so instead of a vague area you'll see exactly what direction you where hit from. This is nice because when you line the indicator to the top of your screen, the guy who shot you was directly forward (it doesn't tell you vertical position) so with a good guess, you can hit them back without even seeing them!

Damage Panel.
This is more preference and harder to pin down but it offers some HUGE features that makes your survivability a lot greater.
  • When you are set on fire, the "YOU'RE ON FIRE" message can be moved and enhanced so that you'll notice right when you are hit (I have it right below my cross-hairs and large enough that I can't miss it)
  • It will record the damage you suffer from each impact so you can see if you are getting hurt badly or not (When you die in a single second and you're wondering WTF hit me and you see 6 different impacts, you'll know half their team just wiped you off the face of the earth.)
  • Module repair speed in seconds (oh hey my tracks will be fixed in 2 seconds exactly, I have time before that guy reloads)
Finally a Mini-map mod that have a few select options. For me there are certain aspects that makes it extremely handy for artillery and getting into range of certain things.
  • Artillery range Circle which shows you the maximum range your artillery can hit on a level plain.
  • Max Draw Distance Circle, which shows you how far you can actually see an enemy tank.
  • Max View Range Circle (445 or something) which shows how far view range will calculate up to.
  • Tank direction line which shows a line that points from the front of your tank, mostly for angling.
  • Look direction line which used with the accurate damage indicator can show you an exact line between you and that guy somewhere along it that hit you. It is also good to help with angling in sniper mode
  • Gun Traverse lines. This is nice for artillery and TD's as you can line up your tank so you can hit an enemy easier by showing you where they'll be outside of your firing arc.
 
Others
Beyond these three mods there are many different types that can be helpful such as making dead tanks white so living tanks don't blend in with them as much, removing the black borders while zoomed in, and xvm. All of these can be helpful but they do not influence the game as much as the above four do however I will talk about XVM before I wrap up this post.

XVM is a mod for the game that tells you about how effective people are in world of tanks and allows you to view information about them and their tanks differently in battle. One of the neatest features in xvm that seems to be bundled with it is a cap timer display that shows you how many seconds is left until the enemy or you captures the cap. The thing to keep in mind is a players Efficiency is just a gauge and will not show you how badly one player could be and how good another can be in this match. This is one of the bad things about XVM is that it can make you over or under confident and more likely to lose because you wouldn't be playing the best you can.

I wouldn't recommend XVM to everyone mostly because it is not needed and will hinder them more then it will help them until they understand the game and how to use XVM as a gauge instead of law. I've seen XVM rate teams with only a 5% chance of winning and we've rolled the other team with only losing two to three tanks, and I've also seen people drown themselves because it was a 5% chance of winning. I'll probably be writing up a post solely about XVM shortly to help explain about its finer points and why I love it.

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