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Skills and Perks Crew K On Track For June E On Track For Oct. Leopard 1 On Track For Mar. Object On Track For Apr. Object On Track for Aug.

Object On Track for Oct. Welcome to World of Tanks! Getting Started Explore the Garage and Battle Screen interfaces to get all the essential information you need during the battle.

Controls and Firing Master the controls of your vehicle and learn how to aim and fire effectively. How to Survive Learn some tips on the use of armor, concealment, terrain, and cover, so that you increase your chance for victory.

In-Game Economy Fight your best fights and earn in-game resources that will help you progress. Upgrading Your Vehicles Learn how to increase your vehicle's performance and add new vehicles to your collection.

In-Game Communication Find out how to use the chat to coordinate with your allies. Make sure to read the section about Accuracy and Dispersion as well.

Automatic Aiming, or auto-aim, aims to the lower section of the tank that is closest to you: It does not lead your target at all.

It is only useful for aiming at weaker armoured tanks very far from you or when you are both at close range and you need to focus on dodging incoming shots rather than carefully aiming at the enemy.

In these occasions, auto-aim can save you some worry. By default, auto-aim is engaged by right-clicking on a target, and disengaged by pressing E.

Note that auto-aim will keep aiming at the target as long as it remains visible to you, even if it is behind a rock, a house, or a friendly tank.

That does not mean you should actually shoot at it in these situations - sounds like a stating the obvious, but it happens all the time, in particular with newer players.

In most cases it is better to aim your gun manually rather than rely on auto-aim, but there are a few factors to consider.

Every shell in the game has its own trajectory and flight speed, and you often need to consider them while manually aiming, but since the game does not tell you these parameters, they are best learned from experience.

Arcade View is the default view mode that you load into battle with. It is a third person view mode that places the camera above and behind your turret.

Your aim follows your view-point. This can be confusing to players in particular next to buildings, because the elevated view point causes the gun to point up the obstacle.

This can be mitigated by locking your gun in place. By default this is done by holding down the right mouse button.

This enables free mouse look without losing your aim. Note that by default the right mouse button also enables Automatic Aiming, therefore it is recommended to assign a different mouse button or key to Automatic Aiming.

Sniper View gives you a first person view basically through the gun. By default it is accessed by pressing the left Shift key or by zooming in on the target using the mouse wheel.

Because of the different view point, this view mode does not cause any aiming problems in proximity to buildings or other elevations.

The other advantage of this view mode is the magnification of the target area, allowed for more precise aiming. Beware of "tunnel vision", however, and keep a close eye on your minimap so you do not get surprised by tanks sneaking up on you from behind while you are busy sniping.

The penetration indicator is an option to the gun marker in your aiming reticle - enabled by default - which uses an easy colour code to help you evaluate whether you will be able to penetrate the target's armour in the location you are aiming at and with the shell you have loaded.

While the penetration indicator is an invaluable tool in discovering a target's weak spots, always be aware of its limitations.

It is a simple comparison of your penetration rating versus the target's armour thickness along the normal at the aim point and does not take into account the impact angle , so even with a green penetration indicator your shot may still ricochet or fail to penetrate the target's effective armour thickness.

Also, because of dispersion affecting every shot you take, you may not actually hit the weak spot you were aiming for. If your target is moving perpendicular to you, you always have to adjust your aim manually.

This is also called leading the target. Factoring in your shell's flight speed, you have to aim where you estimate the target your shell's trajectory intersects with with the target's movement.

VI Tiger , and your target is m away, your shell takes little more than half a second to reach it. However, since this is an online game and not reality, you also have to account for network latency, i.

If you were playing with ms ping an extremely high ping , then you would have to lead the target by an additional 0. In the example that means you would have to double your lead and aim 20m in front of the target see also Latency Correction below.

While all that is easy enough with a high velocity gun, it becomes much harder with a low velocity gun like the mm AT Howitzer M3 of the aforementioned T The amount you need to lead your target by with such a gun increases accordingly.

Naturally, the more you need to lead the more will your aim be off if your target changes its course even slightly. That is something to keep in mind when trying to avoid incoming shots: The reticle takes the ballistic trajectory into account, so it will automatically aim a little higher while you hover over a visible target red outline.

However, as soon as you move your aim away from the target, this automatic correction goes away. This is important to consider when leading a moving target as described above, because then you will have to correct your aim for the trajectory yourself.

An easy way to know by how much to correct is to first hover the reticle over the target, note how high it aims, and then aim to the same elevation while you lead.

While doing that the reticle may adjust to terrain or objects your aim passes over, so you might need to compensate for that as well if the situation arises.

Despite shells following a ballistic trajectory, aiming is strictly line of sight. That can lead to situations where you cannot place your reticle on a target, because it is hidden by a terrain feature, although the ballistic trajectory of your gun would actually allow you to hit the target.

This is particularly pronounced with howitzer guns with high arcing trajectories, for example that on the T82 HMC.

Due to the automatic correction of your aim it can be quite tricky to shoot the target in such situations, but there are a few considerations that can help you with:.

Regardless of elevation there can also be situations where you do have line of sight on the target and can place a shot, but you cannot see the target's red outline.

This usually happens if another object is closer to you than the target and your reticle prioritizes the other target instead of the tank you clearly see and want to aim at.

You can take the shot regardless, but aiming can be tricky if your reticle also tries to adjust the aim for the closer object. Be particularly careful if the closer object is a friendly tank - many have accidentally been shot in the back by their team mates in such situations.

If your vehicle is a self-propelled gun , then Sniper View is not available to you, instead you have an SPG-specific aiming mode called Strategic View available.

It is accessed in the same way as Sniper View. It gives you a top down view onto a section of the battlefield. You can use your mouse or the cursor keys to move the view around.

You can also place the Strategic View directly onto a certain battlefield area by holding Ctrl and right clicking the desired location on the minimap.

Unlike in the other view modes, in strategic mode the aiming circle does adjust to terrain elevation and ballistic trajectory.

Thus it will usually not be a perfect circle but an oval shape. This helps you judge both the angle of the terrain your target is positioned on and your shell trajectory to the target.

It takes a little getting used to perfect aiming with self-propelled guns, see the illustration to the right for the basics to get you started.

Shots that fall outside of your aim or go into a completely different direction are usually caused by network or server lag.

This can happen because every movement of your aim on your client has to be transmitted to the server first and executed there as well.

So regardless of your latency the server aim will always lag slightly behind your aiming on the client. Since this is subject to latency as well, it is not entirely accurate either, but if you are having latency related problems it can be a good idea to use the server reticle and wait until server and client reticles match before you fire a shot.

The server reticle is not displayed while Automatic Aiming is engaged. When shooting at an enemy tank, it is always useful to aim for areas with less armour.

All tanks have the strongest armour in the front, with the rear being the weakest. In addition, a tank's armour is not uniform.

Use the Penetration Indicator to discover weakly armoured spot, so called weak-spots typically hatches, machine gun mounts, etc. Often it can also be helpful to inflict critical damage , e.

Follow the links for more details. Every shot you take is dispersed randomly around the center of your aiming reticle, i.

The actual dispersion amount is based on a Gaussian normal distribution curve and depends on your gun and the turret it is mounted to.

The accuracy value for a gun is given in meters at a range of m. The lower the value the more accurate your gun is. In other words, for a gun with 0.

Dispersion amount increases linearly with distance, i. The accuracy of your shot is determined by a Random Number Generator.

The formula is generated by a hamster on a wheel in each WG server. Based on a standard normal distribution, this means that 4. The shots move deviate away from your aim point, outwards toward the edge of the circle, but never shoot past its edge.

The accuracy discussed above applies is the best case scenario. During actual game play several factors can come into play that result in a penalty to your accuracy:.

With game version 0. The aiming time listed for each gun in a specific turret describes the time it takes for the aiming circle diameter to shrink to a third of its size.

A wounded gunner will increase the aiming time. The effect is removed if the Gunner receives first aid via a consumable such as a health pack.

However, most of the penalties described above increase the aiming circle by a factor bigger than three, which is why fully aiming the gun typically takes longer than the listed amount of time.

When you fire a shot, your shell trajectory is first calculated based on the data the client has. It is later updated with the data confirmed by the server.

If the difference was big, then you may see shell tracers leave your barrel at an angle or change flight path mid-trajectory.

It is unclear whether only the aiming point or also the dispersion of the trajectory around this centre point is corrected based on server data.

At least in v0. This indicates that either dispersion is not synchronized between client and server, or that it is during a battle but that data is missing in the replay files.

In any case, currently replays cannot be used to find out where your shot went exactly. Aiming properly and hitting the enemy tank are only the means to an end, and that is actually damaging and eventually disabling it.

And that is not automatic. Once you have hit an enemy vehicle, the game then calculates where the shot hit the enemy, at what angle you struck the armour, the effective thickness of the armour based on the impact angle , and thus ultimately whether your shell penetrates the armour.

The ideal impact angle is along the normal, i. The actual impact angle is calculated as the deviation from the normal.

For this, the ballistic flight path of the shell is taken into account, which can be particularly important for artillery guns and their high arcing trajectories if you fire AP or HEAT shells with them.

If the shell hits an external module e. The exception to this rule is the gun. In case of spaced armour, shells are normalized at the point of impact on the spaced armour, and if they penetrate, continue along their normalized flight path into the vehicle.

Once it impacts the hull armour, normalization occurs again and the remaining penetration potential i. As of update 8. The normalization amount is a constant value depending on the shell; there is no randomization.

Angle is used for armor line-of-sight thickness calculations, as normal. You may ricochet off of spaced armour as well, and even if you penetrate that your shell may still ricochet off the underlying hull armour.

As mentioned above, impact angle is not taken into account when hitting external modules except the gun, so a ricochet off those is impossible.

If the AP or APCR shell's caliber is more than 2 times the nominal thickness of the armour Such as a mm shell hitting a 60mm thick plate , projectile shell normalization is increased by the following formula: The increased shell normalization described above will also occur.

Your tank is armoured with plates of varying thicknesses. The game only provides you with the nominal armour strength of the three main armour plates of your tank's hull and turret, respectively.

However, the tanks are actually modeled in much greater detail. The penetration indicator can help you discover the actual nominal armour thickness of your target.

However, the nominal thickness of an armour plate is just the minimal amount of armour a shell impacting it must penetrate.

As soon as the impact angle deviates from the normal, i. The effective armour thickness is calculated by dividing the nominal armour thickness with the cosine of the nominal impact angle.

As you can see, the effective armour thickness increases exponentially with the impact angle. The armor penetration after ricochet will remain the same.

The same applies to your targets, of course, so always take that into account when deciding if and where to shoot them.

Reducing the impact angle to your target only slightly will exponentially reduce its effective armour thickness and a target that was previously impossible for you to penetrate may suddenly become easy prey.

This is also the reason why you should always attack from two different angles at once. A target can only maximize their effective armour in one direction, as soon as they try to accommodate two possible impact angles they suffer an exponential loss in effective armour thickness towards both of them thus if you are the one getting flanked while in a strongly armoured tank it is best to maximize your effective armour towards one opponent while shooting the other one.

Randomization occurs on impact with the target, separately for each new shell you fire. Since shell speed decreases the longer a shell flies, the game models linear penetration loss over distance depending on the gun and shell type used:.

The penetration values displayed in game indicate average penetration values at m distance no penetration loss occurs within this range.

Penetration values at higher distances are not displayed. As a rule of thumb, the higher the tier of the gun used, the lower the penetration loss over distance.

For example, a Leichttraktor loses up to A shell can continue its flight path after the initial impact, either on the outside of the tank in case of ricochet or inside of the tank following penetration of spaced armour, hull armour or external modules.

A shell will continue flying for ten times its caliber a mm shell will continue for 1 meter. This remaining penetration potential is then used to calculate whether any other armour plates that are hit can be penetrated.

Internal modules or crew members have no armour and thus will always get hit if any penetration potential is left in the shell. That means that a shell could neither ricochet off a tank to hit another tank within its deflected flight path, nor could a shell pass through a tank to hit another tank behind it.

A shell's flight path also ended after impacting the ground and those buildings structurally invulnerable to shell damage. If your shell penetrates the enemy tank's armour, its journey is not over.

It all depends on the path of your shell after penetrating the armour and what parts of the enemy tank it hits on that path. A shell can indeed pass through a tank's spaced armor without causing any damage.

Each shell has a specific damage potential. The game mechanics differentiate between armour damage and module and crew damage , but only the potential armour damage of a shell is actually displayed in game.

The potential for module and crew damage exists in addition to the armour damage potential and is not shown in game. The potential for module and crew damage is balanced individually for each shell - generally speaking low tier guns can cause more critical damage than armour damage, whereas the inverse is true for high tier guns.

The reason is that low tier tanks have considerably more module hitpoints - another hidden property of your tank - than they have armour hitpoints.

At high tiers the opposite is true. The gun properties display the average value. The shell properties display the damage range.

Note, however, that the shell values are rounded to the nearest integer, whereas the damage amounts shown in game are truncated. This is a display issue, and both are incorrect: The server uses the exact values.

Each vehicle has hit points, displayed in the garage. Each time the vehicle takes armour damage, its hitpoints get reduced.

Once a vehicle's hit points reach zero, the vehicle is destroyed. During a battle, the remaining hitpoints of a vehicle are represented by the progress bars displayed over the targets you aim at.

Spaced armour is a special type of armour that exists to deflect a shell's flight path and to protect against the explosion blast from high-explosive HE shells.

Spaced armour is special in that it is separate from the hull armour. Damage is not applied to spaced armour and does not reduce the hit points of the vehicle itself.

Other factors play no role to the damage calculation. For example, it makes no difference whether you barely penetrated or easily penetrated the target.

The situation is more complex for HE shells because both penetrating and non-penetrating hits and even misses can cause damage.

However, HE shells typically have low penetration values, so unless you aim carefully at a weakly armoured area of your target, you will not penetrate and the shell explodes on the outside of the target vehicle at the point of impact.

This also applies if an HE shell penetrates spaced armour, which causes it to explode before hitting the hull armour. Finally, even if you miss the target, the shell will explode on impact and may still cause damage to the target if that lies within the explosion radius, which depends on the shell used.

In all these cases where hull armour is not penetrated by the shell itself, the amount of damage is lower and calculated according to the following formula:.

SpallCoefficient may be 1. ImpactDistance is the distance between the point of impact of the shell and the point of impact between the explosion's blast and the target along a straight, unobstructed line.

Since the blast will cover an area of the target's surface, the game selects the spot that leads to maximum damage according to the above formula, i.

Ideally your blast wave reaches an unarmoured area of your target, e. Once the exact point of impact has been determined this way, the actual damage amount is determined as well as is the actual damage potential that the shell can now cause to the target.

Whether this actual damage potential causes any damage to the vehicle follows the normal rules, but with the following limitation regarding internal modules and crew:.

If spaced armour is impacted by the blast wave first, the calculation above is conducted a second time for the underlying hull armour.

Since this second calculation is based on the remaining reduced damage potential, its result is typically zero, i. As mentioned above, you can not only damage a vehicle's armour, but also its modules and crew.

That means hitting a module only affects that module, not the hitpoints of the tank, just like hitting the armour does not affect a module. However, the same shell can damage both hull armour and module s or crew since it travels through the tank after penetrating the hull armour.

Just like the vehicle's hull, also each of its modules and crew have hitpoints. During a battle, you only see a simplified display of the amount of hitpoints remaining on your modules and crew represented by one of three colour states in the damage panel at the bottom left of your screen.

Crew members have no yellow state. Crew members remain in this state unless a consumable is used to restore them to full health, whereas modules will automatically be repaired over time by your crew up to the "Yellow" state of being operational.

All module and crew state changes are accompanied by a voice message. When a module or crew member is hit, they do not necessarily take damage from the hit.

Instead, most modules have a specific chance not to take damage. This is also referred to as a saving throw. The base chances of damaging a specific module or crew member when hitting it are as follows:.

All crew members have the same chance to get knocked out when hit, however starting with game version 0. No other factors influence these chances.

The amount of ammunition you are carrying does not affect the chance of your ammunition rack taking damage.

Note that as soon as all crew members are knocked out, the tank becomes inoperable. Consumables to restore a crew member's health cannot be applied anymore at this point, i.

It counts as destroyed, even though its hull stays on the battlefield with all its remaining hitpoints. If the ammunition rack's hitpoints reach zero, it explodes, destroying the tank and its crew completely regardless of the remaining hitpoints on either of them.

The only case the tank does not explode with a "red" ammo rack, is when the rack is completely empty. You can increase your ammo rack's hitpoints by installing "Wet" Ammo Rack equipment or by training the Safe Stowage perk on a crew member with the role of loader.

While your tank is on fire, it constantly takes both hull as well as module and crew damage. The exact damage rate depends on the tank but is not displayed in game.

The duration of the fire also depends on the tank on your crew's effective Firefighting skill level, and whether your Driver has the Preventative Maintenance perk active and whether you use Automatic Fire Extinguishers consumable; You should also consider that moving while being lit, increases the time to You can also extinguish a fire manually by using Manual Fire Extinguishers consumable.

It should also be noted that driving while being on fire increases the extinguishing time considerably. You can also damage a target by ramming it.

The collision creates an explosion at the point of impact similar to that of a high-explosive shell. The strength of the explosion, i.

That means that the heavier both you and your target are and the faster you collide, the stronger the explosion caused by the collision will be. Damage taken can be reduced by having a Spall Liner equipped.

You can further reduce damage taken and at the same time increase the damage inflicted to the target by having your vehicle's Driver trained in the Controlled Impact skill.

If you are about to be rammed, you can reduce the damage you will take by moving away from the approaching enemy, thus reducing your relative speed, and pointing your strongest armour at them.

If your Driver has the Controlled Impact skill, you need to be moving to activate it, anyway. Hits that cause no damage, also called zero damage hits, are notorious among the player base, and various conspiracy theories abound in their respect.

However, in most cases they are simply the result of the above described game mechanics in conjunction with poor and sometimes incorrect visual and audible feedback given to the player about what happened with their shell.

Bounces and ricochets, hits to spaced armour or to external modules are difficult to distinguish for the player, yet they all have a chance of not resulting in any visible armour damage to the enemy tank they might still cause module or crew damage, but that is not always immediately visible to the attacking player and thus dismissed.

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