作战
指挥部00 · HQ玩家对比04 · OPXWar Room Tools05 · CMD
装甲
坦克图鉴10 · ARM数据档案11 · SPC实战表现12 · PRF坦克对比13 · ARX
战区
地图20 · MAP3D 地图22 · 3D服务器诊断21 · SVR
社区网络
社区30 · NET视频32 · VID录像库33 · RPL车长语音34 · VOX联系我们31 · FBK
游戏机制
射击机制50 · GUN侦察与隐蔽51 · VISXI 级技能52 · T11平衡性更新53 · BAL
参考资料
统计参考40 · REF更新日志41 · LOG
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档案 · 非密级 · 作战2026-08-26 · OPS-WX
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战地手册 // 游戏机制MECHANICS

游戏机制

The rules the client applies between the moment you fire and the moment damage lands — and the rules that decide who sees whom. Three chapters, each a page of its own. For what the stats on this site mean, see the 统计数据参考.

章节FIELD MANUAL
01 · GUNNERYSHELLS · ARMOR · RNG

Gunnery

The four shell types and their constants, normalization and ricochet thresholds, 3-caliber overmatch, effective armor and the 2-caliber boost, the ±25% penetration roll, range falloff, and the Polish deep-rifled guns.

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02 · SPOTTING & CAMOUFLAGEVISION SYSTEM

Spotting & Camouflage

View range vs spotting range vs render range, the 445 m cap and the 50 m proximity spot, visibility checkpoints and sixth sense — then camo factor, the firing penalty, the 15 m bush rule, double-bushing, and the vision loadout.

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03 · TIER XI ABILITIES22 VEHICLES

Tier XI Abilities

The unique mechanic each released Tier XI vehicle carries on top of the standard rules: activated abilities, alternate fire modes, and conditional gun or engine behavior, grouped by class.

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// END OF DOCUMENT粉丝作品 · 与 WG 无隶属关系粉丝制作的数据分析。与 Wargaming 无隶属关系。Made by hbittar and jayala08
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