Showing posts with label xvm. Show all posts
Showing posts with label xvm. Show all posts

Sunday, March 31, 2013

World of Tanks: XVM explained

XVM stands for eXtended Visualization Mod which is a fairly large modification for World of Tanks. Because it is generally bundled with a lot of accessories it can be hard to distinguish what is just XVM and what is not. In my book XVM is solely the part of the mod that tells you about a players Efficiency and Win Rate in battle. Besides the core of XVM and the settings for displaying player stats there are other things attached to XVM which can be handy. These include the ability to modify what is displayed over a tank (I only count the player lists, tab list, and loading battle list by default), an advanced capture timer, and an improved player statistics. Also completely ignore the chance to win numbers while loading into battle, it will only hurt your chances of winning if you lose hope due to a low chance of winning or you don't take the game seriously because you have a very high chance to win.

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
Base Capture Timer
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.

Modifying XVM
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.
Installing XVM
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.

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.