Mouthfights

Introduction.

Random games in WOT, of course, are necessary. In them, players gain skill, earn experience and credits, train crews. In the random environment, the player has the skills of shooting and understanding the basics of the action on the cards. Random is important, but still the main "chip" of any game, focused on team action, is the creation of a really played team, and not the solianki from the players randomly selected by the generator.

Theory of the mouth.

In WOT, such a thing is company fighting. In these battles the selection of the composition (setup) of the technique is not accidental, but according to certain rules. There are several types of mouths:

  • Absolute - for the selection of technology is given 150 points, all the technology available in the game is allowed.
  • Champion - for the selection of equipment issued 90 points, all equipment is allowed except artillery to the 8th level, artillery to 6th.
  • Average - for the selection of equipment issued 60 points, all equipment is allowed except for light tanks and artillery to 6th level, LT and artillery to 4go.
  • Junior - 40 points are awarded for the selection of equipment, heavy and medium tanks up to level 4, LT, PT and artillery are allowed up to level 3.

By "points for selection" is meant the sum of the levels of the collected equipment. That is, if the IS-7 tank is 10th level, then it costs 10 points, and MC-1 one point. However, it is forbidden to have more than 15 tanks in a company.

Your company, where to start?

So, you got the skill, and decided to become the commander of your own company. The desire is laudable, however, it is not an easy task at all, because you will have to simultaneously combine the skills of your commander-strategist, control the tactical actions of your fighters, while also taking part in the battle.

Of course, it's best to recruit your company inside the clan - if you manage to organize 15 people all the time, then this will allow you to quickly play, and teamwork in battle is the key to success. Alas, even top clans are not always able to exhibit permanent compositions. People get sick, abandon the game, technical overlays take place - that's why the commander first of all needs to learn how to collect a company.

Company picking.

So, you decided to start collecting the company. Determined with the level of the company, and open it for collection. People will constantly go into the company room, and offer their participation in the company. What should I pay attention to when deciding to take this or that fighter to the team?

1. Technology. Regardless of the level of the company, for each type of mouth there is a demanded technique, and there is a technique, the use of which is undesirable. In addition to the demand, it is also good to understand the approximate tactics for the battle - it also determines the composition that you want to bring to the battlefields. Mouth tactics and technology for it, this is a detailed topic, so the main recommendations:

  • It is not necessary to type a technique level lower than the maximum allowed in the company. Exceptions can only be light tanks for light, selected artillery, and "1-2 points" with key rings for extra light.
  • There are no bonus tanks. Almost all of the premium technology is inferior to the best at the level of "peers", so no matter how experienced the fighter on a similar tank - take it is not recommended. Rare exceptions are T34 and Type 59 in the champion company, T2 Lt as a keychain.
  • Fri. Alas, effective use of FP in company battles is rarely obtained. Almost at all levels, except for absolute Fri lose the best "peers" among heavy and medium equipment.
  • Range. It is better to have the same, clearly grouped technique. Solyanka from single-level tanks of different nations can not clearly follow orders, inevitably stretching.

2. Player statistics.

Not a key moment when recruiting a company, however, despite the ease of adjustment, it is still worth looking at. A good player on average has rates from 54% to 60%, professionals sometimes get higher. Players with statistics less than 50% are better off. In most cases, this statistic defines a weak player.

More important is the player's statistics on the technique on which he plans to participate in the company. General statistics can be "adjusted" by fights in the sandbox, the statistics of certain techniques reflect all the better. Ideal when the percentage of victories on the selected tank is better than the general statistics, or at least corresponds to it. 55-60% is a good indicator, with statistics on technology less than 50% it is worth considering whether the player is using the technique correctly.

Number of fights on the chosen technique. Of course, an important concept. First and foremost, a player who had 10-20-50 fights on the tank hardly had time to fully pump his crew, which would inevitably affect the combat TTX of the tank. Secondly, each tank has weak and strong points, and it is hardly possible to determine them for 20-30 fights, and also to learn how to use them efficiently.

3. Communicate with the candidate.

Voice communication with the player must be obligatory, because in battle the commander must regularly give orders, reacting quickly to changes in the battle, and through the chat it is virtually impossible to do it. The player must hear you at least, and it will not be superfluous to be able to answer.

Not fundamentally, but perhaps you should not rely on the creation of a company for younger players. Often they can be over-enthusiastic, and do not react to the instructions of the commander, and their correct and timely implementation is the pledge of the company's victory. Determine the approximate age, you can also hear the voice of the candidate.

In general, these are the main parameters that must be observed when the company is initially recruited. Sometimes it is advised to study other parameters - EFFICIENCY, damage, survival - but in fact they are not so important. Their growth and fall occur in random battles, and the company game is different from the random one in principle. High damage can be a sign of skillful "sitting in the bushes," and "survival" - poor-quality light. Advertising players themselves, in consideration, too, should not be accepted, as well as attempts to praise their technique.

It is much better to draw conclusions after 1-2 fights, getting rid of players who do not follow orders, or who demonstrated their inability to play.

Performing these simple points, you can pick up a hodgepodge of players of sufficient level and class that are able to follow your wise tactical instructions, "nogebat" left and right. However, for this, the experience of the commander as well as his knowledge is also important.