What is combat experience in world of tanks. Free experience in World of Tanks

As is known, in the World of Tanks tanks are upgraded through experience and credits that are earned

As you know, in World of Tanks, tanks are upgraded using experience and credits earned in battles. So, after each battle you receive credits and experience depending on how much enemy equipment you destroyed, how much damage you caused, capture/defense of the base and much more, and based on these indicators you receive credits (silver) and experience. After this, 5% of the experience earned is deducted and this experience becomes free. It is NOT taken away, but simply expelled and becomes free. For example, in battle you earned 500 experience, 5% is deducted from it, this is 25 experience points, and this experience goes into free experience (500:10=50:2=25).

Free experience location.



Unlike the experience we earned on a specific tank, our capabilities are limited, and with free experience you can research ANY vehicle in the game, any module on any tank. A tempting prospect, isn't it? But the experience that goes into free experience is extremely small, and in order to accumulate, for example, 10,000 free experience, you will need to fight more than one hundred battles. As you understand, from 500 experience, only 25 experience goes into free experience, with the same game, but if we lose, we will receive 330 experience, and this is already 16 points of free experience.

As we have already found out, you can upgrade your equipment through experience, but the experience that you earned, for example, on the KV-1, you will not be able to use this experience to research, for example, the M6 ​​Heavy (American heavy tank). For example, all credits (silver) that you earned on different tanks are summed up, unlike experience. That is, the experience that you earned on the KV-1 can only be spent on researching the modules of the KV-1 tank and opening the next Heavy tanks that go further along the branch (T-150, KV-2, KV-85).

But there are exceptions - premium tanks (bought for gold) and elite tanks (regular tanks with all upgraded modules). Premium tanks are initially elite, and on elite tanks you can spend all the experience on accelerated crew training, or save up. All experience that you have accumulated on elite tanks can be converted into free experience for gold. Now the rate is 1 unit of gold = 25 free experience points. Sometimes there are promotions where 1 unit of gold costs 35 experience points. Very often, free experience can be found in packages in the World of Tanks premium store. In these packages it often comes with gold or silver.

Experience on an elite tank




Window for converting gold into free experience




Very often experienced players accumulate free experience for months and years. And the point is not so much that it is not profitable to explore the module, but the fact that when new tanks and new branches of tanks come out, you could immediately go through several tanks in the branch for free experience, and this allows you to ride new tanks before other players.

Below the cut is a small study of experience accrual coefficients:
- is the coefficient for team shooting really small, as the wiki says;
- is there an increasing/decreasing coefficient for damage to targets higher/lower level;
- dependence of experience for critical damage on the target level;
- is a bonus awarded to light tanks for heavy damage;
- how can you get less experience by shooting twice as much damage on top art?

1. Experience for team shooting.
Methodology: conduct a completely passive battle, excluding all other factors for accruing experience.
Proof
Screenshot from test 0.8.2, when GW-P still had 410 HP.
Calculation: 7200 / 72 = 100 hp/unit. experience

Result: 1 unit Experience is awarded for 100 HP of enemy tanks. Only tanks destroyed by the allies are counted.
Teamkilled and self-killed tanks do not count (the proof is lost, sorry).
The team bonus is not awarded if you enter the hangar before the end of the battle, being alive and not on a top-end vehicle.
Even in this case, top vehicles are awarded a team bonus.

2. For damage to targets higher and lower level.
Method: one shot at an ally with an armor-piercing shell with the voice-over “there is penetration”, because there is a suspicion that
“hit” means removing hits from the module and accruing experience accordingly, even without a crit indication in the final
statistics.

A. For targets at higher levels. Chaffee.
Proof
Calculation:
0.28 units experience for 1 hp = 34 / 120 for PT7
0.29 = 30 / 102 for PT8
0.32 = 40 / 123 for PT9
0.355 = 44 / 124 for PT 10 (screen below)

b. For targets below levels. BatChat 25t.
Proof
Calculation:
0.0390 units experience for 1 hp = 18 / 457 for TT8
0.0385 = 16 / 415 for TT9
0.0390 = 16 / 410 for TT10

Result: there is a bonus for damage to a target of a higher level, but there is no bonus for damage to a target of a lower level (at least for ST10).
On average, BatShat receives half the penalty for hitting an ally than Chaffee.

3. Bonus to light tanks for damage to heavy ones.
The technique is the same as in the previous paragraph.
Proof
Calculation:
0.355 units experience for 1 hp = 44 / 124 for PT10
0.355 = 38 / 107 for TT10
0.355 = 44 / 124 for ST10 (no proof, sorry)

Result: There is no bonus for damage to light tanks against heavy ones. At least for level 10.
It is possible (but very unlikely) that it is simply not included in the fine.

4. Experience for critical damage.
Methodology: one shot with a sub-caliber projectile (for Chaffee this is a gold one) into the entire caterpillar of an entire allied tank.
In the case of BatShat, the shot was enough to shoot down, in the case of Chaffee it was not.
Chaffee gave 4 (6 with bonus) experience for damage to a caterpillar, BatShat - 10 (see screenshots).
Proof times
Proof two

Result: There is no dependence on the target level. Both Chaffee and BS receive the same amount of experience regardless of the target's level. There is probably a dependence on the removed module HP.

5. Experience for damage to Arty7 and Arty8 on TT10.
Methodology: one (or several) penetration of an enemy TT10 by an armor-piercing shell in someone else’s light with the voice-over “there is a penetration.”
Proof times
Proof two

Calculation:
5.84 units experience for 100 hp = 88 / 1507 * 100 for Arty7
4.11 per 100 hp = (238 - 14850 / 100) / 2176 * 100 for Arta8

Result: Arta7 receives approximately one and a half times more experience than Arta8 for damage to TT10.
Consequence: in a level 12 spherical battle with 10 TT and 5 arts, when winning with a bonus, the passive player will receive (10 * 2200 +
5*500)/100 * 1.5 * 1.5 = 551 experience.
He will receive the same amount of experience from above if he inflicts ~5800 damage on TT10 to someone else's light on art8.

6. Experience for frag TT10 on Arte7 and Arte8.
Methodology: one penetration of an enemy TT10 by an armor-piercing shell into someone else's light, killing the tank and without crits in the final statistics.

Hi all. The Gamebizclub team is on air, and today we will talk about Tanks. Developer company Wargaming has been actively promoting its team-based online shooter World of Tanks for several years now. In it you can try yourself as a commander, driver and gunner at the same time. Team battles do not leave millions of players indifferent, attracting them with their uniqueness and unusual gameplay.

The game implements a tank development system - you start on tanks from the 20-30s, and later you can buy stronger tanks from the next series. The purchase is made for money and experience gained in battles with numerous opponents on the battlefield. And the more experience and money, the better combat vehicle you will buy, so today we will tell you how to gain experience in World of Tanks and buy a good tank to win battles.

But first, be sure to read our article about - from it you will learn about the variety of military equipment and what you should generally strive for in the game.

Let's go over the basics

The gameplay of WoT will not cause any difficulties for novice players, and there are several tutorials there. And at the same time, there are several features that may not be clear at first.

What's so complicated about it, get experience, save money, and then use it to buy new ones combat vehicles. But the stronger the tank, the more experience is required to research it.

Combat experience is an in-game currency that a fighter receives in different battle modes. It is divided into unallocated and free experience. The first type is awarded to the tank on which you fought, and the second to a separate piggy bank, in the amount of 5% from each battle. Both types are awarded for certain merits, so in each battle you need to strive to do the maximum of useful actions in order to receive a worthy reward as a result.

Ways to get experience

1. The main method is to cause damage to enemy vehicles. For inflicting critical damage on modules, for penetrations and for downed tracks, your piggy bank will be replenished, so try to make as many hits as possible.

2. When capturing and defending a base, you will receive additional points if you prevent your own base from being captured and cause damage to enemies in the capture circle, or capture the enemy base on your own or in a team with your teammates.

3. The final reward is affected by the indicator of exposure - detection of enemy combat units. It is divided into primary illumination and illumination. For the initial exposure, you need to detect the enemy tank first so that it appears on the map and becomes visible to all allies. In the second case, you need to detect a tank that someone saw, but in this case you will get a little less experience than in the first case.

4. An important indicator is survivability - this value indicates the number of battles in which the tanker remained alive. If the indicator is high, then the final reward will increase slightly.

Maximum in one battle

The main goal of WoT is to upgrade equipment and acquire new combat vehicles. As we said at the beginning of the article, the stronger the tank, the more experience and money will be required to purchase it. To speed up the process of obtaining new equipment, players use the following tricks:

  • Time is the main resource, and if you don’t have enough of it, then buy a premium account, which increases the final reward for the battle by 50%. Of course, it costs money, but if you want to develop faster, then why not buy it.
  • You can purchase premium equipment for real money - this will also save time and effort. Such vehicles have increased profitability ratios, the crew develops faster, and battles are much easier. It is believed that such vehicles can greatly change the balance of power on the battlefield. For example, the American T34 (not to be confused with our 34) is considered one of the best in the premium class due to good armor, high damage and a chance of breaking through armor.
  • Light tanks are considered the most profitable. They effectively scout enemy positions and make initial light, and also deal significant damage. On the other hand, they have almost no armor, so one shot from a medium or heavy combat vehicle will leave them only a smoking crater.
  • In addition to the main game mode – “random battle”, the tanker is offered several more options: “fortified area”, “company” and “team”. Unlike the “random” mode, you can fight in these battles with friends and acquaintances, which allows you to use different tactics and win more often.

When you earn enough experience and money, open the research panel and think about possible options. If you have decided for yourself which class of combat vehicles is better, then you should continue development only in this direction, and not upgrade other branches. For example, if you are developing heavy tanks of the USSR, then you should not take additional German artillery. This is the only way you can quickly buy a good tank to win most battles (not counting the option with a premium vehicle).

In the end

To gain experience, you need to fight many battles, in each of which you need to perform as many useful actions as possible. If you don’t have time, buy a premium account or a tank - this will save time and resources that can be spent on developing the selected branch of combat vehicles. Try to gather a team to participate in battles and win more often, which will give you even more resources.

We’ll end here, because there are still a few more articles on WoT for beginners ahead. Follow our blog news and share the link to the article with your friends. See you soon. Bye bye.

Free experience– a valuable resource that allows you to bring tanks to the top without unnecessary pain.

Anyone who has played World of Tanks at least a little already understands great value free experience. For the rest, I'll remind you a little what it is. Free experience is not tied to any tank; it can be spent on researching any tank module, any tank. It is the accumulated free experience that allows you to open modules and tanks without having to drive in stock.

Difficulties

The difficulty of accumulating free experience is that only 5 % from the experience gained in battle, although bonuses from the first victory of the day work. By the way, the double experience stars themselves should be used to slightly increase the flow of free experience into the hangar. But, for example, I don’t like jumping from tank to tank, so this option is not suitable for everyone.

I repeat that free experience accumulates very slowly, only 5 units of experience from every hundred goes into free experience. That is, with 1000 experience we will get only 50 free, which is very, very little. I also ask you to soberly assess your capabilities, is it really that often that you are awarded more than 1000 experience for a battle? So it is very difficult to accumulate free experience.

A lot or a little?

Free experience accumulates slowly, but modules for tanks cost a lot. So the upward circuit will not work. That is, accumulate free experience for modules for the tank high level almost impossible. There, the cost of modules is already in the tens of thousands, so it is almost impossible to accumulate such a lot of free experience for free. It should be understood that free experience is an exclusively paid service.

Paid option

Why does World of Tanks have free experience at all? To encourage use paid services. Yes, there is a service for transferring experience from elite tanks to free experience, where you will receive a sufficient amount of free experience for real money. The developers are happy, and the donor will not suffer on stock and dull tanks.

I’ll expand a little further on the conspiracy theory that is often a marketing practice. There's a reason the tanks are simply disgusting in stock condition. And yes, some tanks are so terrible for a reason, and getting at least something out of them is sometimes problematic. So earn free experience free game almost impossible.

I don’t recommend spending money on free experience, just like investing money in world of tanks in general. By specificity online games, in wot there will always be worthy goals to open for free experience, this is a banal stimulation of online and donation. So don’t rush to the terminal, money in wot will only lead to increased loss of time, you will play more and longer.

Is there hope?

If there is, it is groundless. Never forget that world of tanks is a commercial project. And transferring experience from elite tanks to free experience is one of the most popular and profitable services provided to players for money. These two facts eloquently hint that it is almost impossible to accumulate free experience for free.

Although, there is a small but. If you research not so many tanks at the same time, then the free experience will be enough to open modules for tanks of low levels. If you wish, you can skip the tanks of the first levels by opening them for free. But these are perhaps the only opportunities that the free experience provides to all players, not just those who pay.

Oh, yes, we won’t consider the option that by playing a lot and actively you can accumulate any amount of free experience. Because world of tanks is considered only as computer game, for entertainment purposes only. Those who seriously intend to spend 24 hours a day on the battlefields of World of Tanks, it seems to me, are seriously mistaken in their priorities.

Although I can’t help but give at least some sensible recommendations. However, there is nothing special to advise in terms of free experience. The first universal advice works always and everywhere - try to play better, play for the quality of battles, not for their quantity . The more experience you earn in battle, the more free experience you will receive.

It could also be useful use bonus experience for the first victory of the day on each tank. So, if you have a lot of tanks, then by knocking down stars you can somewhat speed up the flow of free experience. But this solution does not seem to me personally to be uniquely good. We all know that the simplest shooting down of stars can drag on and turn around.

Well, my final advice regarding the accumulation of free experience in wot is a recommendation for its economical use. It's best to spend it on modules rather than opening tanks. Moreover, the greater effect will be if you use free experience on tanks of low levels; relatively little experience is required to open modules on them.

Total

The accumulation of free experience in the free version is not of fundamental importance. The fact is that too little experience goes into free experience, and modules for tanks are too expensive. So, for the most part, free experience is the lot of donors. It is very difficult to simply accumulate free experience by playing, and there are practically no free tools to speed up this process.

Game resource earned in battles. Divided into:

  • Experience on a specific tank is used to study new modules for this tank and new types of equipment (according to the “Research” tab).
  • The experience of a certain crew member is used to improve mastery of equipment (main specialty) and additional skills.
  • Free experience - can be used to study any modules and types of equipment.

Experience is earned

  • For causing damage to enemy tanks (the difference in tank levels is taken into account).
  • For causing critical damage to enemy tanks (the difference in tank levels is taken into account).
  • For “assistant” points (to any tank for damage caused by allied equipment while repairing the track of an enemy tank that was shot down by it).
  • For detecting enemy tanks (more for self-propelled guns than for a regular tank).
  • Any tank for damage inflicted by allied equipment on targets “exposed” by it. The player will receive additional experience for damage according to his intelligence data for each level of difference between the player’s tank and the “highlighted” target, but not more than 30%.
  • For pushing/drowning enemy tanks. If the tank was pushed by several players, then the experience is divided between them in proportion to their impact on the tank.
  • For the destruction of an enemy tank (only to the one who destroyed this tank; the difference in tank levels is taken into account).
  • For capturing an enemy base (only for invaders, in proportion to the time spent at the base).
  • For knocking down the capture of your own base (in proportion to the “shot down” percentage).
  • For the fact that your tank was not destroyed during the battle.
  • For active hostilities. Such actions mean shooting enemy tanks next to the player’s tank. In general, the effect on the total amount of experience is not very significant, but it is still there.
  • The more damage your team inflicts on the enemy, the more experience each player will receive. Only damage inflicted on subsequently destroyed tanks is counted. (The coefficient is not very significant.)
  • For a team victory (+50% experience for each player).
  • When earning a Battle Hero achievement, Epic Achievement, or Platoon Award, players on the losing team receive the same amount of experience and credits as players on the winning team.

Experience Modifiers

At the end of the battle, this bonus is displayed as a “bonus for the premium vehicle level.”

Free experience

  • 5% of the experience gained per battle goes towards free experience.
  • Experience with “elite” vehicles can be converted into free experience for in-game gold.

Standard rate 1 = 25. Sometimes, during promotions, there is a preferential rate of 1 = 35

Crew experience

  • Each crew member receives the same amount of experience per battle as the tank.
  • If a crew member was shell-shocked, he receives 10% less experience.
  • In your personal file, only “combat” experience is displayed, all bonuses (first victory, accelerated training) are not displayed, but are saved, and the level of proficiency of the current skill is calculated based on the sum of experience and bonuses.
  • The dependence of the level of proficiency on the experience gained is logarithmic: if learning from 0% to 1% requires 1x experience, then from 50% - 10x, and from 99% to 100% - 100x.
  • When a tanker is transferred to another tank, he receives serious penalties, which reduce the level of proficiency in the main specialty and reduce the experience gained. To avoid this, you need to retrain the tanker for a new tank.
  • If the tank has become “elite”, you can enable accelerated crew training. With accelerated crew training, all experience gained (by the tank) during a battle goes towards training the crew. Thus, the crew member with the lowest skill level (marked with a gold “tank academy” badge) will receive twice as much experience. Over many battles, with an equal level of the entire crew, with an average experience per battle of 1000, accelerated training will look like this:
    • the lagging crew member will earn on average (1000 + 1000) = 2000 experience per battle.
    • the remaining crew members will earn 1000 experience.
Additional skills and abilities
  • To learn each subsequent additional skill or skill, 2 times more experience is required than for the previous one.
  • Additional skills begin to work immediately, in proportion to the level of proficiency. Until a crew member's base skill reaches 100%, they will work at a penalty.
  • Modifiers begin to work only after they are fully pumped to 100%.
  • When a tanker is transferred to another tank, further growth in skill will occur only when the main skill is 100%; until this point, all the experience gained will go towards leveling up the main specialty.
  • The influence of additional skills on a tank is taken into account by the average crew level: for example, if out of 5 tankers 2 have 80% camouflage, one 20%, and the rest learn repair and fire fighting, on average the tank will receive (80+80+20)/5 = 36% bonus to stealth.
  • If you do not choose an additional skill, experience will accumulate for as long as you like, and at any time it can be spent on learning any available skill.

Experience is not earned

  • For damage and destruction of allied equipment.
  • For ricochets and non-penetrations.
  • For receiving damage.
  • There is no bonus experience for a draw. For defeat, of course, too.
  • If you left the battle (and did not manage to return to the game before it ended) and the tank was not destroyed, in this case 0 experience will be awarded at the end of the battle.
  • For receiving “heroic” titles based on the results of the battle (With the exception of special promotions, during which additional experience may be awarded). However, in case of receiving a “heroic” title or an epic reward when defeat, experience is considered as if victory. This bonus experience is shown in a special column "for worthy resistance".
  • There is no special bonus experience for the entire team for destroying all enemy tanks.