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Thursday, 23 May 2013

World of Tanks cheat: the exploit

Posted on 22:00 by Unknown
This is the final part of a series, see part 4, 3, 2 and 1 first.

Every cheat is an inbalance in the game. Every inbalance can be exploited. The exploit is the ultimate proof, everything else can be disproved. I can write essays about a hidden door in the wall, I can use lot of evidence, I can be as careful as I am and I can still be wrong. There is one unquestionable way to prove the existence of the door: open it and walk trough it. I did walk trough the back-door built into World of Tanks and after reading this, you can too. People who abandon the game over being cheated can be replaced by new victims. But those who walk the back door cannot be ignored as they ruin the game for others. Also, it's pretty easy to, so I expect it to become the standard way of farming credits/XP.

What does the cheat want? To equalize the income people earn in a battle. It doesn't matter how good or bad you are, you gain generally the same amount of credits over hundreds of battles. The cheat is very well-written. When I wrote the old articles a year ago, we tried countless ways to break it, some worked for a while but the algorithm adopted or got improved and we were back where we started. There can be ways we couldn't figure out, but it doesn't matter. After you earned well for a couple dozen matches, the game will place enough handicap on you to push you back to the average. There is nothing you can do to increase your credits/battle, the cheat cannot be defeated.

But why would you care about your credits/battle? Your resource is time, not battle count. You want to increase your credits/hour. Credits/hour = credits/battle * battles/hour. The first is constant. The second can be exploited. All you need is to participate in lot of battles in an hour:

I started a new account to test the exploit independently. My purpose was to die as fast as I could. I tried to shoot and cause as much damage as I could before dying but ignored strategy and just rushed head-first into the enemy. My winrate started to drop, as I played as a horrible idiot. But soon, the algorithm recognized that I'm a "for fun" player and started to help me, bringing my winrate up to 50%:

By horrible zerging I could get the length of my participation in battle down to two and a half minutes, including the countdown and the waiting for the game to form. The same length with normal playing was around 10 minutes with the tank destroyers. What were the results?
In Tier3 and 5 I had top 1% winrate with the TD and below average as zerg. I had 3x more damage and kills with TD than I had with mindless zerging, but my XP/battle was only 1.5x higher! With Tier 4 I had above average winrate with both, due to AMX 40 can't really zerg and Alecto is a horrible TD. There I had "just" 2x more kills and damage and the same XP/battle. It is a proof for the cheat itself: in all cases I got twice as much XP/damage when I was playing intentionally bad. But the point is that by zerging mindlessly, I could participate in 3-4x more battles, so my XP/hour was 2-2.5x higher!

Unfortunately I did not write down the credit income with the British TDs because I did not know back then that it will be important. However I remember clearly to be credit-limited. The tank was already elite, with all items and the upcoming tank researched but I couldn't buy the next tank due to lack of credits, I had to farm some matches. In case of zerging, I was clearly XP-limited, I had the credits already when the tank missed 20-25% of the XP. It means that my credits/XP ratio increased significantly by zerging. Since my XP/hour is already 2-2.5x higher, it translates to 3-4x more credits/hour while playing horribly.

So to gain awful lot of credits and XP, all you need is fast death. If you have no subscription, use T5 scouts and fast mediums. Have 4 tanks of different nations ready, die fast, join the next battle with the next tank. With subscription, use high-speed Tier 7-8 gold tanks for even more credits! If you start zerging, especially if you had good winrate before, it will take some time for the algorithm to re-align, expect horrible winrate and little income for the first dozen or even hundred of matches. But finally the algorithm will catch up, elevates your winrate to 50% and from there you can just harvest.

You might ask how can one earn credits by playing horribly. If you make no damage, you can't earn anything. Well, I did not say you shouldn't shoot at all, that's stupid. You should shoot at every enemy you can. You'll be lucky! I mean "ammoracking a heavy from front from 300m while running full speed" lucky. Remember the unkillable T-50-2! You'll be that tank! Also, you'll almost always be the highest tier tank in the battle further helping you farm.

For example you rush into the middle of the map, all alone, finding yourself head-on with 5 enemies. Bad luck, right? I mean you can fire once or twice before you die under that fire. Except if you are "lucky":


Or, you rush forward left side, only to notice that by some weird luck, the enemy has lemming train on the other side, so you can reach their flag after meeting only 2 enemies. Then you can cap and kill the returning enemies, including tanks you shouldn't even penetrate, while not getting a scratch:

Of course these are extremes. Usually, you'll die fast after scoring a few hits while on the run, so take every shot you can, "luck" can't help you if you don't help yourself! Go now and break this disgusting cheat! Let's make EVE Incarna riots look like low-profile forum drama. Turn every battle into a zergfest and spread the word! Tell those who naively call you a noob that you are earning 2x more XP and 3x more credits than them by "being a noob". Make them zerg too! Imagine Malinovkas where everyone just run into the middle at the start!

The reason why no one found this result is that they believe that the opposite of good player is the AFK-er. You can't earn credits and XP via being AFK as you don't have hits and also because you'll live long, so your XP/hour will be bad. The weird, multiplication-based subscription is probably created exactly to don't reward AFK-ing. An AFK-er is obvious to his team, so annoys people. A bot is obvious to his team too. But a suicider is simply a dime-a-dozen bad player. The only difference exist in your head, you could play better if you wanted to, while a genuine moron really things that crossing Malinovka field is a good move.

Unlike exploiting a fair game, here you don't have to perform any special moves that could be banned. An AFK-leech can be banned. A gold duper in Diablo III could be banned. An evade-bug or Saronite Bomb raider can be banned. But they can't ban you for playing bad as they'd have to ban half their players. In a fair game the punishment for playing bad is defeat and resource loss. If you'd suicide-rush in League of Legends, you'd lose games in a row and get your rating devastated. If you'd suicide-rush in a WoW battleground, you'd lose games and get much less honor and especially conquest points than normal players. LoL and WoW don't cheat. WoT does, making sure that you get the same rewards for being bad as you'd get being good. So go and be bad!
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