Hey guys,
this thread is meant to provide useful information about everything in Battle Tanks.
Table of content
Healing
The following buildings can heal your tank:
Each building has 3 different auras. One for a fixed amount of hitpoint healing, another one with a percentage hitpoint healing and a mana regeneration aura.
The Vehicle Factory and Headquarters have exactly the same auras. All of them have a 700 aoe. They heal 4% of your maximum hitpoints, plus 50 per second. The mana regeneration is increased by 5 points per second.
The Factories build by the Factory item have the same auras, except that the area is only 500.
The Troop Factories in each base also have an area of effect of 500, but only heal a 1/4 of the other factories. (1%+25 HP / 1 MP)
The healing of the Control Points is a little special in this case. They have the same healing as the player build factories (4%+50 HP / 5 MP in 500 aoe), but their healing gets reduced by half, when enemy tanks are within 500 range of your CP. This special healing works like this: the Control Points have the three auras mentioned above, with the following stats: 2%+25 HP / 2.5 MP
This is the healing you always get. The other half is completely triggered. The Control Points cast a heal on every allied tank in 500 range every second. This triggered heal lasts for 2 seconds.
This means: when an enemy is near your Control Point, the heal is reduced by half, as long as the enemy is there.
Each of these auras will stack with auras from the other healing buildings. Moving within the range of the healing building won't affect the amount of healed hitpoints. Each aura of Wc3 has a little delay, so even after leaving the range of the aura, you will be affected for ca. another 2 seconds.
Bounty
1. Hero Bounty
The bounty of your tank changes throughout the whole game. Your bounty gets updated on several occasions.
Your bounty increases when:
Your bounty decreases when:
Whenever you receive gold from the listed sources, your bounty will increase by 5% of the received amount of gold. So when you kill a tank that had a bounty of 300 gold, your own bounty will increase by 15 gold.
When you die, your bounty will decrease by 12%.
Your bounty won't increase or decrease endlessly, however. There are limits, which are relative to your tank worth (tank value + carried items).
Your bounty won't go below: 125 + (tank worth / 100)
Your bounty won't go above: 125 + (tank worth / 33)
As it has not been mentioned in the list above, passive income, force gold and buying or selling items does not have any influence on your bounty.
2. Creep Bounty
The bounty you get for killing creeps and buildings increases over time, it's not influenced by upgrades. The bounty increases by 100% in one hour, so you get 200% gold after one hour, 300% after two, and so on.
Assists
To get assist gold, you have to damage an enemy tank in the last 7.5 seconds before his death.
Note: Don't confuse support points and assist points. Assists are counted as support points, but support points are not necessarily also assists. The main difference lies in the fact, that you gain gold for assists, but nothing for support points.
When scoring an assist, you gain one support point and a part of the original bounty of the destroyed tank.
Or expressed in a formula:
Killing and assist sprees
Once you start getting 3 kills in a row, without dying a killing spree starts. Each kill in the spree since your last death will increase the gold you get for the next kill by 5%. So when you scored 3 kills without dying, then you will get 15% more gold for the next kill. The gold bonus won't increase beyond 50% or ten kills in a row, although the counter will still go up.
The killing spree consequently ends, when you die or you didn't score a kill for 3 minutes.
Getting multikills will provide a bonus on your spree. Each multikill will increase your killing spree counter by 1. So if you already have a killing spree of 3 kills active and score a double kill, the counter will increase to 5 for the two kills and then to 6, because of the bonus. Getting a triple kill after that will provide another bonus point, etc up to 4 bonus points in total for a godlike multikill (this includes all the other bonus points you got before).
Assist sprees work in a similiar way. Your assist spree counter increases for every assist you get, without getting a kill. So your own death won't end the spree, but rather a kill you make. You also get a 5% bonus for each assist in the current spree, with a limit of a 50% bonus.
Take note, that you won't get 50% more assist gold, but rather will the assist gold increase by 50% of the original bounty of the killed tank.
For example: if only one tank gets an assist, he will receive 25% of the bounty of the killed tank. With a full assist spree, he will get 75% of the original bounty instead.
Weapon formula
Weapon Formula.zip (Size: 19.99 KB / Downloads: 862)
You can find the exact formula in this Excel-Sheet (which can also be opened with Open Office) and also use it to easily calculate weapon values on your own, but in case you just want to know the formula, here it is:
Every weapon uses this formula, with a little rounding here and there. Of course, the higher the range of a weapon, the smaller is the Damage per Second.
Weapons with limited targets also get a bonus to compensate the restriction, most of the time. To see these bonusses, refer to the Excel-Sheet.
Control Points
Every team owns 3 Control Points at the beginning of the game and each Control Points spawns 2 Marines every 20 seconds. You can also use the Control Point Teleport, to teleport to one of your teams Control Points. But to use it, you have to be right next to another Control Point of your team, or somewhere in in the inner part your base (it doesn't matter if there are still factories or not). And of course, each Control Point has a healing aura, like described above.
To conquer a Control Point, you have to be in a range of 500 of a Control Point, without any enemy in this range. Laser and Rocket Towers also block the conquering of a CP, a Barricade on the other hand slows the capturing of a CP down. Normally you need 10 seconds to capture a CP, with a Barricade you need 20. When a enemy comes into the range of a CP, while you try to capture the Point, the progress of the capturing stops and stays at the level you had, before the enemy arrived, either until the enemy or you leave the area. In case you leave the area, the progress bar goes slowly down to 0 again (it takes 20 seconds for a completely filled bar to go back to 0 again).
When you try to conquer a Control Point with more than one tank, you'll conquer the CP faster. It works like this:
This means: 1 tanks equals the normal speed of 10 seconds and 5 tanks conquer twice as fast, in 5 seconds (or 10 seconds, when a Barricade protects the CP). Since buildings can also conquer a CP, it's actually possible to speed up the progress even more (so it only takes 4.44 seconds with those 6 units).
In the Conquest Victory-mode, your team has to own all 6 Control Points for 15 minutes to win the game. When you lose one CP, the timer slowly goes back to the 15 minutes mark again, so you won't lose the whole progress, just because of one lost CP.
Gold distribution of the Force
Each Force collects the gold they earn until the 5 minute mark. The gold will then be distributed between every player of the Force, based on this formula:
NPT - number of players in a team
When working with real numbers, it comes down to this:
5 players = 33.33% (6.67% for each player)
4 players = 31.37% (7.84% for each player)
3 players = 28.57% (9.52% for each player)
2 players = 24.24% (12.12% for each player)
1 player = 16.66%
As you can see, when there are less players in one team, each of them receives more gold, but the team as a whole, gets less money. The gold which wasn't distributed between the players is lost and the Force Gold is set to 0.
The Force normally also upgrades the troops, when all upgrades already have been researched, the gold for the upgrades will also be added to Force gold, before the distribution.
When destroying a Factory of the enemy base, your Force receives a compensation for the lost creep gold. For each creep, which isn't spawning, because it's factory has been destroyed, your Force receives 4 times the bounty of this creep. The same happens with captured Control Points.
Note: Player build Factories have no influence on this.
Example: The game lasted already one hour and your team of 5 players holds every CP
After one hour, one Marine is worth 24 gold, since two Marines spawn at each CP, there is a total of 12 Marines, which is a total of 288 gold. So your Force receives 1152 gold (4 * 288) every 20 seconds for your Control Points. After 5 minutes (they spawn 3 times a minute = 15 spawns), that's a total of 17280 gold. So each player will get about 1153 gold, just for the owned Control Points.
Additionally, each player also gets income each second, it calculated that way:
NPT - number of players in a team
100% Efficiency = 8 gold distributed every second to players
5 players = 1.6 gold every second for each player (100%)
4 players ~ 1.88 gold every second for each player (~94%)
3 players ~ 2.28 gold every second for each player (~85.6%)
2 players ~ 2.90 gold every second for each player (~72.7%)
1 player = 4 gold every second for each player (50%)
Thanks TKF for the numbers.
Magical and physical damage
In Battle Tanks, physical and magical damage are now treated equally. This means, both get reduced by the tank armor. The amount of armor a tank has also incluences how much physical and magical damage gets reduced.
The second sheet in the weapon formula excel file shows how much each armor value reduces the damage your tank takes (or increases, in case you have negative armor).
Experience
You receive experience (XP) for every unit you kill. BT has it's own XP-system. It works this way: for every kill, you receive 50% of the XP. It doesn't matter which of your units get the kills, where you are or even if you are alive. The other 50% of the XP are equally divided between the allied tanks in an area of 1500 around the killed unit.
You get this much XP for the different unit types:
Player summoned creeps: 6 XP
Marines, Aura Creeps: 12 XP
Commander, Zeppelin, Artillery: 24 XP
Buildings: Bounty / 2
Heroes: Bounty / 1.75
Player summoned creeps are for example:
If a tank is dead in the moment he kills a building or tank, this tank will only receive 50% XP.
Hero Death
Unlike in other AoS maps, you won't lose gold when your hero dies.
The respawn time is calculated as follows:
Your respawn time increases by 20%, when you die within your own base.
Specific hero skills won't be discussed here, for questions, use the Tanks-Forum.
this thread is meant to provide useful information about everything in Battle Tanks.
Table of content
- Healing
- Bounty
- Assists
- Killing and assist sprees
- Weapon Formula
- Control Points
- Gold Distribution of the Force
- Magical and physical damage
- Experience
- Hero Death
Healing
The following buildings can heal your tank:
- Vehicle Factory
- Headquarters
- Control Point
- Factory (Spawning Factory excluded)
Each building has 3 different auras. One for a fixed amount of hitpoint healing, another one with a percentage hitpoint healing and a mana regeneration aura.
The Vehicle Factory and Headquarters have exactly the same auras. All of them have a 700 aoe. They heal 4% of your maximum hitpoints, plus 50 per second. The mana regeneration is increased by 5 points per second.
The Factories build by the Factory item have the same auras, except that the area is only 500.
The Troop Factories in each base also have an area of effect of 500, but only heal a 1/4 of the other factories. (1%+25 HP / 1 MP)
The healing of the Control Points is a little special in this case. They have the same healing as the player build factories (4%+50 HP / 5 MP in 500 aoe), but their healing gets reduced by half, when enemy tanks are within 500 range of your CP. This special healing works like this: the Control Points have the three auras mentioned above, with the following stats: 2%+25 HP / 2.5 MP
This is the healing you always get. The other half is completely triggered. The Control Points cast a heal on every allied tank in 500 range every second. This triggered heal lasts for 2 seconds.
This means: when an enemy is near your Control Point, the heal is reduced by half, as long as the enemy is there.
Each of these auras will stack with auras from the other healing buildings. Moving within the range of the healing building won't affect the amount of healed hitpoints. Each aura of Wc3 has a little delay, so even after leaving the range of the aura, you will be affected for ca. another 2 seconds.
Bounty
1. Hero Bounty
The bounty of your tank changes throughout the whole game. Your bounty gets updated on several occasions.
Your bounty increases when:
- You kill a tank, creep or building
- You get assist gold
- You get gold for conquering a Control Point
- You trade in your items with the Trader
Your bounty decreases when:
- You die
Whenever you receive gold from the listed sources, your bounty will increase by 5% of the received amount of gold. So when you kill a tank that had a bounty of 300 gold, your own bounty will increase by 15 gold.
When you die, your bounty will decrease by 12%.
Your bounty won't increase or decrease endlessly, however. There are limits, which are relative to your tank worth (tank value + carried items).
Your bounty won't go below: 125 + (tank worth / 100)
Your bounty won't go above: 125 + (tank worth / 33)
As it has not been mentioned in the list above, passive income, force gold and buying or selling items does not have any influence on your bounty.
2. Creep Bounty
The bounty you get for killing creeps and buildings increases over time, it's not influenced by upgrades. The bounty increases by 100% in one hour, so you get 200% gold after one hour, 300% after two, and so on.
Assists
To get assist gold, you have to damage an enemy tank in the last 7.5 seconds before his death.
Note: Don't confuse support points and assist points. Assists are counted as support points, but support points are not necessarily also assists. The main difference lies in the fact, that you gain gold for assists, but nothing for support points.
When scoring an assist, you gain one support point and a part of the original bounty of the destroyed tank.
Assists | gold per player | total gold |
1 | 25% | 25% |
2 | 15% | 30% |
3 | 12.5% | 37.5% |
4 | 12.5% | 50% |
Or expressed in a formula:
Code:
Assist gold per player =(1.5*Bounty/(7-(assisting players)))/assisting players
Killing and assist sprees
Once you start getting 3 kills in a row, without dying a killing spree starts. Each kill in the spree since your last death will increase the gold you get for the next kill by 5%. So when you scored 3 kills without dying, then you will get 15% more gold for the next kill. The gold bonus won't increase beyond 50% or ten kills in a row, although the counter will still go up.
The killing spree consequently ends, when you die or you didn't score a kill for 3 minutes.
Getting multikills will provide a bonus on your spree. Each multikill will increase your killing spree counter by 1. So if you already have a killing spree of 3 kills active and score a double kill, the counter will increase to 5 for the two kills and then to 6, because of the bonus. Getting a triple kill after that will provide another bonus point, etc up to 4 bonus points in total for a godlike multikill (this includes all the other bonus points you got before).
Assist sprees work in a similiar way. Your assist spree counter increases for every assist you get, without getting a kill. So your own death won't end the spree, but rather a kill you make. You also get a 5% bonus for each assist in the current spree, with a limit of a 50% bonus.
Take note, that you won't get 50% more assist gold, but rather will the assist gold increase by 50% of the original bounty of the killed tank.
For example: if only one tank gets an assist, he will receive 25% of the bounty of the killed tank. With a full assist spree, he will get 75% of the original bounty instead.
Weapon formula
Weapon Formula.zip (Size: 19.99 KB / Downloads: 862)
You can find the exact formula in this Excel-Sheet (which can also be opened with Open Office) and also use it to easily calculate weapon values on your own, but in case you just want to know the formula, here it is:
Code:
damage = (4 * gold cost * fire rate * damage factor) / (0.06 * range)
Weapons with limited targets also get a bonus to compensate the restriction, most of the time. To see these bonusses, refer to the Excel-Sheet.
Control Points
Every team owns 3 Control Points at the beginning of the game and each Control Points spawns 2 Marines every 20 seconds. You can also use the Control Point Teleport, to teleport to one of your teams Control Points. But to use it, you have to be right next to another Control Point of your team, or somewhere in in the inner part your base (it doesn't matter if there are still factories or not). And of course, each Control Point has a healing aura, like described above.
To conquer a Control Point, you have to be in a range of 500 of a Control Point, without any enemy in this range. Laser and Rocket Towers also block the conquering of a CP, a Barricade on the other hand slows the capturing of a CP down. Normally you need 10 seconds to capture a CP, with a Barricade you need 20. When a enemy comes into the range of a CP, while you try to capture the Point, the progress of the capturing stops and stays at the level you had, before the enemy arrived, either until the enemy or you leave the area. In case you leave the area, the progress bar goes slowly down to 0 again (it takes 20 seconds for a completely filled bar to go back to 0 again).
When you try to conquer a Control Point with more than one tank, you'll conquer the CP faster. It works like this:
Code:
Speed = 1.0 + ((Tanks - 1.0) / 4.0)
In the Conquest Victory-mode, your team has to own all 6 Control Points for 15 minutes to win the game. When you lose one CP, the timer slowly goes back to the 15 minutes mark again, so you won't lose the whole progress, just because of one lost CP.
Gold distribution of the Force
Each Force collects the gold they earn until the 5 minute mark. The gold will then be distributed between every player of the Force, based on this formula:
Code:
ForceGold * 4 / (NPT * 9 + 15)
When working with real numbers, it comes down to this:
5 players = 33.33% (6.67% for each player)
4 players = 31.37% (7.84% for each player)
3 players = 28.57% (9.52% for each player)
2 players = 24.24% (12.12% for each player)
1 player = 16.66%
As you can see, when there are less players in one team, each of them receives more gold, but the team as a whole, gets less money. The gold which wasn't distributed between the players is lost and the Force Gold is set to 0.
The Force normally also upgrades the troops, when all upgrades already have been researched, the gold for the upgrades will also be added to Force gold, before the distribution.
When destroying a Factory of the enemy base, your Force receives a compensation for the lost creep gold. For each creep, which isn't spawning, because it's factory has been destroyed, your Force receives 4 times the bounty of this creep. The same happens with captured Control Points.
Note: Player build Factories have no influence on this.
Example: The game lasted already one hour and your team of 5 players holds every CP
After one hour, one Marine is worth 24 gold, since two Marines spawn at each CP, there is a total of 12 Marines, which is a total of 288 gold. So your Force receives 1152 gold (4 * 288) every 20 seconds for your Control Points. After 5 minutes (they spawn 3 times a minute = 15 spawns), that's a total of 17280 gold. So each player will get about 1153 gold, just for the owned Control Points.
Additionally, each player also gets income each second, it calculated that way:
Code:
32 / (NPT * 3 +5)
100% Efficiency = 8 gold distributed every second to players
5 players = 1.6 gold every second for each player (100%)
4 players ~ 1.88 gold every second for each player (~94%)
3 players ~ 2.28 gold every second for each player (~85.6%)
2 players ~ 2.90 gold every second for each player (~72.7%)
1 player = 4 gold every second for each player (50%)
Thanks TKF for the numbers.
Magical and physical damage
In Battle Tanks, physical and magical damage are now treated equally. This means, both get reduced by the tank armor. The amount of armor a tank has also incluences how much physical and magical damage gets reduced.
The second sheet in the weapon formula excel file shows how much each armor value reduces the damage your tank takes (or increases, in case you have negative armor).
Experience
You receive experience (XP) for every unit you kill. BT has it's own XP-system. It works this way: for every kill, you receive 50% of the XP. It doesn't matter which of your units get the kills, where you are or even if you are alive. The other 50% of the XP are equally divided between the allied tanks in an area of 1500 around the killed unit.
You get this much XP for the different unit types:
Player summoned creeps: 6 XP
Marines, Aura Creeps: 12 XP
Commander, Zeppelin, Artillery: 24 XP
Buildings: Bounty / 2
Heroes: Bounty / 1.75
Player summoned creeps are for example:
- Dead (Ghost Tank)
- Mortar Teams (from any source)
- Creeps summoned by a player factory
- Creeps summoned by a Troop Command, Siege Pack or Advanced Troop Command
- Creeps summoned by the consumable Reinforments and Mortar Teams
- Creeps summoned by the Troop Command Center (except Aura Creeps)
If a tank is dead in the moment he kills a building or tank, this tank will only receive 50% XP.
Hero Death
Unlike in other AoS maps, you won't lose gold when your hero dies.
The respawn time is calculated as follows:
Code:
10.00 + (Tank worth / 3333)
Your respawn time increases by 20%, when you die within your own base.
Specific hero skills won't be discussed here, for questions, use the Tanks-Forum.
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