The countdown started after the first two letters were dropped they were called "free letters". Each puzzle started at points, and the answers were at least three words or more.
This time the countdown started after the first five free letters were dropped. In each round, one puzzle was dubbed the "Double Camouflage" puzzle. This was where the player who scored can double the value of the first answer by solving the second puzzle, which was the first answer containing the second answer.
The difference is that no letters were dropped. The contestant had 10 seconds to solve that puzzle. The player with the most points at the end of round three won the game.
If the game ended in a tie for 1st place, a round 1-style tiebreaker puzzle was played to determine the winner. The Final Camouflage round was a two stage bonus round. Like the "Double Camouflage," there was no penalty for a wrong guess. When the time was up, the "Final Camouflage" puzzle was revealed. The final puzzle removed as many letters as there are solved puzzles in the speed round making it a little easier to solve it.
Then the winning contestant had 15 seconds to solve the "Final Camouflage. Game Shows Wiki Explore. Random page. Community portal forum. Even today, modern armies rely on battlefield management systems that allow them to do exactly that — keep track of every unit and every vehicle on the battlefield in order to improve situational awareness, assess tactical situations and avoid friendly fire incidents. In this sense, this Armored Warfare model is completely realistic. In order to determine whether you see an enemy vehicle or not, the SCS relies on spotting checks.
This is how they work. These are:. SCS takes both spotter points for your vehicle and tries to trace a ray towards the enemy spot check points in other words, 22 rays in total. If all of these rays are blocked by an obstacle a hill, a building, a stone etc.
If one of the rays makes a connection from one of your spotter points to one of the enemy spot check points, the enemy vehicle becomes spotted.
Naturally, this is an example for one vehicle. You may be hidden behind a wall but if an enemy creeps up behind you and sees you, you will get spotted even if no-one else has a direct line of sight towards you.
These spot checks are not permanent — to make the system manageable, these checks takes place using a certain frequency that decreases with distance. In the early iterations, spotting checks at long distances were performed roughly once per 2 seconds, the current maximum value is once per 0.
The distance the rays travel spotting distance is not, however, infinite. The maximum value it can theoretically have that is equal to maximum vehicle render distance — meters is reduced by a number of factors that include:.
Generally speaking, it somewhat increases with Tiers as the technology improves and ranges from simple gun sights to advanced computer-assisted thermal imager optics that allow you to spot the enemy at very long distances. A Tier 1 Light Tank spotting distance is, for example, meters while a Tier 10 Light Tank spotting distance is meters. View Range is a balancing parameter that heavily depends on a class. Light Tanks and Armored Fighting Vehicles generally have the highest view range as their role is not only to deal damage, but also to spot the enemy vehicles for their allies.
Tank Destroyers usually also have a good view range but Main Battle Tanks have it lower. Vehicle Configuration. Basic Vehicle View Range and spotting efficiency in general can be considerably modified by properly configuring your vehicle:. This arrangement makes each unique. Enemy Vehicle Camouflage. Vehicle Camouflage is, in a way, the polar opposite of View Range.
The camouflage factor uses percentage format. Until 0. As such, 37 percent camouflage factor earlier 0. In other words, if the enemy vehicle would be normally able to spot targets at meters m view range , it would only be able to spot the VBL INGWE at meters since the number was reduced by 37 percent. Smaller or lower, height plays a major role vehicles will have better camouflage factor than large, hulking ones. Please note that no matter what, your camouflage rating cannot drop below 0 — in other words, you will never allow the enemies to see you beyond the spotting ranges determined by their vehicles.
Environmental Camouflage. As it is in real life, foliage such as bushes or small trees makes vehicles harder to spot. In other words, the rays between enemy spotter points and your spot check points have to pass through the bush objects. This is called Environmental Camouflage Bonus. Please note that the camouflage bonus is not unified bushes with fewer leaves for example provide smaller bonuses, as common sense dictates.
Multiple environmental camouflage bonuses for multiple bushes that are between you and a spotter can stack up to the bonus value of 0. In other words, even a Main Battle Tank with very low camouflage value of 0. Tree canopies work much like bushes but only the part with leaves is taken into account. When you stand under a tall tree with a large crown, it will not help your camouflage in the slightest. But if you stand on the same level as the tree canopy so that it is positioned between you and the enemy, it will work much like a bush.
Fallen trees also work like improvised bushes. Moving or firing your gun makes you easier to spot. In Armored Warfare, both actions influence your camouflage factor considerably. However, as stated above, camouflage can never drop below 0. Firing a gun not only reduces the environmental camouflage as stated above, but also your own base camouflage, making you easier to spot for 5 seconds, as such please note that the values are average as the penalty slightly differs from vehicle to vehicle and apply to one shot with exceptions listed below them :.
Vehicles that are capable of firing multiple shots in a row without longer reloads Terminator ATGM volleys, autoloader magazines, ready racks see the penalty increase gradually this is actually an improvement since in the previous spotting iteration, their overall camouflage was reduced to 0 with their second shot, leading in many cases to them being instantly spotted. Currently, firing a half of your magazine that is 3 rounds or larger, excluding for example the XM1A3 FASTDRAW gives you roughly the same penalty as if you fired a single shot weapon and then grows, eventually bringing your camouflage to 0.
Autocannons receive a penalty of 2 percent per autocannon shot that can stack — firing continuously for seconds will easily bring your camouflage to 0 — short bursts are now, however, relatively safe unlike before. Moving also reduces camouflage — please note that even traversing the hull on the spot counts as movement while traversing a turret does not. Moving slow reduces the maximum penalty. After the vehicle stops, the penalty again, quickly drops to its 0 value.
Light Tanks do not lose camouflage on the move and Armored Fighting Vehicles do not lose camouflage when moving slowly.
Last but not least, vehicles on fire any type of fire receive a major penalty to camouflage. Due to the fact that the PvE maps are smaller than PvP maps, the spotting range is reduced for all vehicles on the map players and AI. The view range for all vehicles is reduced by 55 percent.
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