Equipment. World of Tanks: SPG - description, tips and what equipment to install World of Tanks what to put on tanks

Equipment- an important element of a complete set of gaming equipment to improve some of its characteristics for certain needs of the player and his style of play. Properly selected equipment will make it possible to weaken the negative effect of the shortcomings of the combat vehicle and / or enhance its advantages.

Equipment Description

All equipment in the game is divided into removable and complex. Removable equipment can be moved from one tank to another without any special restrictions (the tank must be repaired). In turn, complex equipment can be returned to the warehouse only by paying 10 gold. For 1 c.u. You can rent 25 pieces of sophisticated equipment.

Removable equipment

Removable equipment is an "economy package": stereo tube + tool box + camouflage net. This configuration is very convenient for those who are experiencing a shortage of credits or do not want to rearrange complex equipment for gold to walk-through tanks. In any case, equipment slots should never be left empty - they can always be covered with a pipe, box or net if you have them. You never know in advance how a fight will go. Perhaps a timely detection of an enemy or a second bonus to repairs will save the life of your tank or help you win in a tough battle.

Stereoscopic telescope

Effect: +25% vision radius from a stationary tank.

Description: One of the most useful types of equipment. The 25% vision bonus is very impressive, and sometimes decisive. A tank or self-propelled gun that spotted the enemy first has a huge tactical advantage. As a rule, this is the right to fire the first shot or the opportunity for various maneuvers (change of position, retreat, turn to the enemy with armor). In addition, a good view is financially beneficial: if the tank sees further, then it shoots less often at someone else's light, on the contrary, it shines on the allies, thereby earning credits - as a result, all the income from its shot and part of the income from the shot go to the piggy bank allies.

The stereo tube only works in a stationary position, so active game lovers usually prefer an alternative - coated optics. However, in fact, even fast tanks can benefit tremendously from the use of a stereo tube. It can be a passive light for the allies or a careful movement from cover to cover: we reached the bush - looked around, if there is no danger, we move on.

Of course, blind-sighted tank destroyers, such as Ferdinand, ISU-152, Jagdpanther and others, will feel the greatest benefit from the stereo tube. The tube will allow them to be the first to spot an enemy at line of sight, fire, and then back into cover to reload.

For blind vehicles with 260-330 field of view (Hetzer, SU-152, SAu-40 and others), the stereo tube can become a real lifesaver, especially at the end of the battle when you need to drag. With a stereo tube, even a weak tank is able to fight off several opponents coming under fire one at a time, or bring friendly artillery fire on them.

The pipe should not be used on melee tanks such as Maus, E-100, IS-7, KV-5 and others. In addition, on vehicles with a 390+ field of view, the effect of the pipe will be excessive at a visibility limit of 445 meters. Of course, in this case, the tank gets a bonus to unmasking enemies, but it's still more rational to use optics on such vehicles.

Verdict: stereo tube is of little use on howitzer self-propelled guns and melee vehicles. For combat vehicles with a view of 390 or more, it is more rational to use coated optics. For all others, this type of equipment is recommended for use. For most ambush snipers and lovers of passive light tactics, it is a must.

Toolbox

Effect: +25% repair speed.

Description: This type of equipment is useful on the equipment, which is often criticized. First of all, these are tracks and a gun. In this regard, the box will be most useful on heavy melee tanks with a large margin of safety (E-100, E-75, T32, KV-5, IS-3 and others) - they often have to either become a rhombus or dance with their body, making it difficult for the enemy aiming. In such cases, the projectile often flies into the track. American TTs and tank destroyers, such as T29, T32, T30 usually play through the tower and often get crit guns several times per battle. In addition, super-armored vehicles, such as Maus, often suffer from gun crits - desperate to break through their armor, lower-level enemies like to switch to land mines and ruin our lives by breaking the main caliber. Speeding up repairs will be useful for tank destroyers - enemies often deliberately shoot down a caterpillar in order to go into the flank and rear of a helpless self-propelled gun. Often, the caterpillar is also torn off by an artillery mine that exploded nearby. Timely repairs will allow you to get away from subsequent shells launched "after".

It is important to remember that the effect of the crate stacks with the “Repair” skill pumped by the crew. Moreover, without repair, the box will be practically useless. Another thing is when the repair is swinging, but has not yet reached 100%, and this case is the most common reason for installing a toolbox. That is, when pumping repairs from the crew on some TT or ST, we put a box. When the repair is completely (or almost completely) pumped for all tankers, we change the crate for some other useful equipment. It should be borne in mind that the time for repairing modules for different machines is different. For example, for a German VK3601(H) with a 100% repair, a downed caterpillar is being repaired for 7 seconds. Installing a box helps reduce this time to 5 seconds.

In general, the recommendations for using the box are the same as for using the repair skill. Where repair is the first skill (and this is the majority of equipment in the game), there the box will come in handy. And where we set the repair to 3-4 skill, there the box will not be particularly useful. Among these vehicles, LT and ST up to level 5 can be noted, as well as all howitzer self-propelled guns. The reason lies in the fact that for tanks with a small margin of safety, stopping under fire due to the loss of a track, as a rule, leads to a quick death. The caterpillar simply does not have time to repair (both with and without a box) and it is more expedient to use a repair kit.

Verdict: A tool box is a useful piece of equipment. Recommended for TT, ST and tank destroyers from level 5, whose crews are doing repairs. Most useful for heavy tanks with a lot of HP. It is removed for free, so it can be useful as a temporary measure for tanks that have not yet purchased the necessary equipment.

camouflage net

Effect: Significantly reduces the visibility of a stationary vehicle.

Description: Unlike the Stealth skill, the net is useful not only for stealthy vehicles - the stealth bonus is fixed. However, occupying a precious equipment slot with a camouflage net should be where it is really necessary and in conjunction with the "Camouflage" skill.

A net in combination with a stereo tube can be useful for passive light: a light tank with camouflage, a net and a stereo tube drives into a bush not far from the enemy’s movement path and directs fire on allies, remaining unnoticed. In addition, nothing prevents the use of similar tactics on tank destroyers: until a certain moment, we shine on the allies, and when the enemy comes close, we open fire ourselves.

The grid can also be useful on self-propelled guns if enemy light has broken through to it. If the scout is not riding straight at you, but is busy searching at a certain distance, it will be more useful to lie low, covering himself with a net, and not try to destroy the enemy on his own, thereby revealing his position. Even if there is nowhere to wait for help, a good disguise gives a chance to let the enemies get closer and make a more prepared shot.

Verdict: a useful kind of equipment. Recommended for light tanks, tank destroyers and self-propelled guns whose crews are working on camouflage. Fans of cautious play and sniper tactics who are well versed in the mechanics of camouflage and detection in the game will bring the greatest benefit.

Sophisticated equipment

All of the following equipment can be dismantled from vehicles for only 10 .

Rammer

Effect: -10% loading time.

Description: It would not be an exaggeration to call this type of equipment the most useful in the game. On the one hand, it improves the most important combat characteristic of the tank - the rate of fire. On the other hand, the 10% increase itself is very significant. It is thanks to these two factors that the rammer has gained immense popularity among the players. It is used on almost all tanks and self-propelled guns, where it is only possible to install it and is included in everything, even the most specific assemblies.

The rammer is very important for self-propelled guns and tanks with a long reload time, since the longer the loading time, the more tangible the benefits of this type of equipment. It should be remembered that the rammer is not installed on equipment with a drum or cassette loading mechanism.

Tanks with very high reload speeds, such as the Churchill III, can do without a rammer. Their rate of fire is already very high. Moreover, the rate of fire of such tanks exceeds the rate of aiming of the gun. That is, when firing at medium and long distances, the rate of fire is excessive and you either have to artificially slow down the rate of fire by pressing the trigger less often, or shoot without full information, pouring hurricane, but not accurate fire on the enemy. At the same time, at close range, when accuracy is of little importance, extra fractions of a second between shots can decide the outcome of the confrontation.

Verdict A: A very useful piece of equipment. Recommended for installation on all combat vehicles. An exception may be vehicles with a very high rate of fire, where aiming does not keep up with reloading.

Reinforced pickup drives

Effect: +10% aiming speed.

Description: This type of equipment is best suited for cars that shoot from a place. In other cases, it is preferable to install a vertical stabilizer, which will be discussed a little later. Acceleration of information is important for those who have it for a long time, and this is, first of all, all self-propelled guns - for them, the use of a combination of rammer + drives is an axiom. The owners of Soviet equipment will greatly benefit from the reinforced aiming drives: on most Soviet guns, the mixing and accuracy leave much to be desired, and the drives will come in handy. For the Germans, Americans and British, the stabilizer is more suitable, since they have a high aiming speed of the guns and the drives will not have a tangible effect.

Drives will be quite appropriate on drum and cluster tanks, since a rammer is not placed on them.

Verdict: a useful kind of equipment. The second most popular after the rammer. Masthev for artillery, tanks and tank destroyers with long mixing.

Vertical stabilizer

Effect: -20% spread when moving and turning the turret.

Description: Contrary to popular belief, this useful piece of equipment isn't just for those who like to shoot on the move. Even an ambush sniper can feel the positive effect of the stabilizer, because when choosing a target and switching from one target to another, you have to constantly turn the turret. The smaller the initial spread, the smaller the circle will start mixing, which means it will take less time. In addition, an unprepared shot (a shot without aiming) will be more accurate.

The same goes for shooting on the move. Of course, a tank that shoots on the move will receive a bonus. But do not forget that the stabilizer bonus will also be received by the tank that stopped for a shot. That is, with a sharp stop, the convergence of the sight will begin from a smaller circle.

As mentioned above, the stabilizer is best suited for tanks with a high aiming speed. However, it will also be useful for other machines. In most assemblies, the rammer + stabilizer or rammer + reinforced aiming drives are the main ones. Disputes flare up only around the third slot for equipment.

Verdict A: A very useful piece of equipment. Recommended for installation on all combat vehicles. The vertical aiming stabilizer provides faster mixing in the vast majority of cases than reinforced aiming drives.

coated optics

Effect: +10% vision radius.

Description: The importance of such a parameter as a review was discussed in the section about the Stereotube. Optics gives a smaller bonus, but it works constantly, and not just after stopping. In this regard, optics are needed for those who are actively operating on the battlefield. First of all, these are medium and light tanks. The latter does not hurt to install both optics and a stereo tube at the same time. This allows you to combine the tactics of active light with passive. Optics are also an excellent choice for combat vehicles with a field of view of 390 meters or more. We see far and wide.

Verdict: a useful kind of equipment. Important for light tanks. Otherwise, an excellent choice for most combat vehicles along with a rammer and stabilizer.

Improved ventilation

Effect: +5% to all skills of the entire crew.

Description: There is a lot of controversy around the ventilation (or “valve”, as the players call it for short), as well as the similar crew skill “Brothers in Arms”. Who installs a valve on all their combat vehicles (except for self-propelled guns with open cabins, where there are no problems with air circulation), someone uses it selectively, someone does not use it at all.

To begin with, let's look at what exactly the ventilation affects: vision, gun aiming and turret traverse speed, gun accuracy, reload speed, acceleration, traverse speed, communication range, as well as all additional skills, such as repair and camouflage. It looks good - almost all the characteristics of the tank are improved. The next question is: how much do they improve? And here lies the main catch: 5% to the basic skill of the crew is about 2-2.5% to the real performance characteristics of the vehicle. In fact, this is a meager addition, not noticeable in battle. Experiments were carried out: the difference in charging the drum for the AMX 13-90 with and without a valve was about a second, for the Type 59 - 0.15 seconds! This difference is imperceptible to human perception and is also eaten up by such technical factors as ping and response time.

Similar experiments were carried out many times, their results can be found on the forum. Thus, people who claim that they installed ventilation and “improved EVERYTHING!”, and also describe in detail how their tanks began to drive fast, shoot accurately and quickly, are under the Placebo effect, that is, self-hypnosis.

However, the effect of ventilation can be enhanced by leveling the Brotherhood in Arms skill and using premium consumables (Improved Ration, Chocolate, etc.). In this case, you can achieve a really noticeable improvement in performance.

Ventilation can do its job on low level tanks: other useful pieces of equipment, such as a rammer, are often missing there. In addition, ventilation is cheap for light tanks.

In addition, ventilation can be used to reduce the negative effect of under-pumped crew. For example, a new 75% or retrained 90% crew will do their job better if fresh air enters the cabin of the combat vehicle. When tankers reach 100% of the main specialty, ventilation can be replaced with other equipment.

Verdict: The benefit of using improved ventilation is debatable. On the one hand, almost all machine parameters are improved; on the other hand, the increase itself is insignificant. It makes sense to use ventilation only in conjunction with the “Combat Brotherhood” of the crew and gold consumables, as well as in the case when there is no other alternative.

Anti-fragmentation lining

Effect: 15% to 50% to absorb damage from explosions and ramming, as well as protect the crew from injury.

Description: First, let's deal with the first indicator. Absorption is absorption, that is, in simple terms, lining reduces damage from collisions and hits from high-explosive fragmentation shells. The additive is quite serious, there is a reason to think about installing this module on some cars. Logic dictates that the HE and collision damage reduction will be useful for those who often ram opponents and who are often fired at by HE. Heavy tanks such as E-100, Maus, IS-7, KV-5, KV-4 and some others fall under these conditions. All these are machines with a large mass and excellent ramming, and the increase from the lining itself is maximum (50% for a super-heavy lining). Speaking of ramming, one can also recall the E-50 and E-50 ausf. M - lining on them can be of great benefit, although such an arrangement is extraordinary, rather fun. An excellent effect can be obtained by combining lining and pumping the “Master of the Ram” from the driver.

As for the protection of crew members, this is a very serious argument in favor of installing a lining. Personal experience has shown that on tanks with a well-protected crew, such as the E-100, the installation of a lining gives almost 100% protection against injuries. In addition to the obvious benefits, this also allows you to replace the first-aid kit with another consumable.

It is also important to note that the lining itself has a large mass: from 250 kg to 1.5 tons, depending on the class. It makes the car heavier, but the ram from this becomes more powerful.

Verdict: the lining is useful on heavy tanks with strong armor and a powerful ram.

Reinforced springs

Effect: +10% to carrying capacity and increased suspension durability.

Description: Reinforced Springs / Torsion bars / Suspension / Balancers / Springs / Belleville washers - all this is essentially one type of equipment for different types of equipment. A caveat is immediately needed: this type of equipment does not improve the driving performance of a combat vehicle, only the carrying capacity and strength of the tracks. If everything is clear with the strength of the tracks (the less often they fly off, the better), then the increase in carrying capacity should be said separately.

This type of equipment is mainly used on stock machines. Most tanks cannot be equipped with a top turret or guns without first replacing the chassis. Sometimes the desired powerful weapon is already open, but the stock chassis does not allow you to install it, and there is no experience on the new chassis. In order not to suffer on a stock tank for several dozen battles before the chassis opens, you can install springs (or their equivalent). They will allow you to install the necessary modules and equipment without a new chassis. This, in turn, will increase the combat effectiveness of the tank and it will be easier to gain experience on the chassis. After researching and installing the chassis, the springs can be replaced with something more useful.

Verdict: the use of this type of equipment is limited to stock vehicles, which do not have enough carrying capacity, as well as light tanks that play according to the "active light" tactics.

Wet ammo rack

Effect: +50% ammo rack durability.

Description: All you need to know here is that a wet ammo rack is only needed on those machines where it often detonates. It detonates, and is not damaged, although often this is interconnected. Like the "Non-contact ammo rack" skill, this equipment will not protect against ammo damage (to the point of being yellow).

When your absolutely whole tank is blown up with one shot, you experience a storm of negative emotions, so you remember such moments well. However, if you think about it, such situations are quite rare. Is it worth it to spend a slot for equipment for them - everyone makes his own choice.

Verdict: this type of equipment is useful on tanks, the ammo of which detonates most often. These include: IS-3, Type 59, T-44, less often T110E5 and IS-7. For the rest of the equipment, cases of BC explosions are rare.

Filling CO2 tanks

Effect: +50% fuel tank durability.

Description: Damage to tanks to yellow has no negative effects. Damage to the red state results in a fire. Thus, this type of equipment can be useful on machines that are prone to frequent fires due to hits in tanks (but not in the engine or transmission).

The usefulness of this type of equipment is questionable. A fire extinguisher usually saves from one fire. Two fires per battle is very rare. In addition, the equipment does not provide reliable 100% tank protection. If the enemy aims at the tanks, no carbon dioxide will save the car, it will only give a head start in 1-2 hits.

Verdict: a highly specialized type of equipment. Of the cars where tanks often burn, one can recall the KV-1, KV-1S, KV-3 and T-62A. And even then, in most cases, a fire extinguisher helps out.

Filter Cyclone

Effect: +50% engine durability.

Description: The Cyclone filter is installed only on Soviet tanks. In most cases, the best engine protection is not to turn astern to the enemy. In general, the situation is the same as with wet ammo racks and filling CO2 tanks. It seems to be useful, but there is always something more useful.

There is only one caveat here. Some players use the "Filter Cyclone + Twisted Engine Speed ​​Controller" build, suggesting that the filter will help to drive longer at higher speeds. However, in reality this is not the case. The reason lies in the fact that the regulator removes not individual points from the engine, but percentages of strength.

Verdict: a specialized type of equipment. In most cases, it gives way to other more necessary equipment.

Additional lugs

Effect: +10% flotation in soft soils, +5% flotation in medium soils.

Description: A specialized type of equipment, available only for some, not the most common German cars.

Most of the soils in the game are average, so the increase in patency on them is relevant. But the 5% bonus itself is not very big and is unlikely to be noticeable. However, it can be strengthened by upgrading the driver with the “King of Off-Road” skill. However, even in this case, the tank will not roll through the swamps, like on asphalt. One way or another, difficult areas are best avoided.

Verdict: a specialized type of equipment. Installed on a small number of tanks. Inferior in usefulness to other types of equipment. As a result, it does not find wide application among players.

Hardware Assemblies

This section lists the most common types of equipment assemblies and provides general guidelines for their use. More detailed equipment recommendations for each tank can be found in the vehicle wiki articles.

"Sighted wagon"

The most common build. The emphasis is on improving combat performance and visibility. This assembly is ideal for almost all heavy and especially medium tanks of 8-10 levels.

"Alternative Wagon"

This build is suitable for experienced crews with 3-4 additional specialties. A combination of ventilation + combat brotherhood + radio interception + eagle eye gives an increase in visibility equal to optics. At the same time, the bonus of ventilation and combat fraternity slightly increases the other characteristics of the tank.

"Drummer"

This assembly is recommended for installation on tanks with automatic loaders. If the crew does not have a combat fraternity, then it is more expedient to replace the ventilation with reinforced aiming drives, since the effect of the valve in this case will be practically not noticeable.

"Sniper"

Universal assembly for most tank destroyers and fans of cautious game on tanks with insufficient visibility, long aiming and reloading, such as T34, KV-1S, ARL44 and others.

"Rapid Shooter"

This build is suitable for tanks and tank destroyers with high visibility and fast aiming. For example, Tortoise, JagdTiger 8.8, Comet and others.

"Artilleryman"

Standard assembly for self-propelled guns. For large high-level self-propelled guns, the network should be replaced with optics (sometimes it helps at the end of the battle) or lining (slightly saves inexperienced fireflies from splashing and ramming).

"Firefly"

Standard assembly for a firefly that alternates between active and passive light. For more emphasis on passive light, ventilation can be replaced with a camouflage net.

"Sand King"

Choice for tanks and tank destroyers of levels 1-5.

  • For a beginner: the equipment is expensive and at the beginning of the game there are not enough credits for it. This is a normal situation. For several evenings of the game, you can reach level 5. Tanks and tank destroyers at this level have a high profitability, so it makes sense to linger on them and farm loans. The purchase of a standard set (Stereo tube + Camouflage net + Toolbox) will make it easier for you to play further.
  • The game regularly holds promotions, including 50% discounts on all equipment. During promotions, buy equipment for the future, this allows you to save huge amounts of money.
  • Do not forget to remove the equipment before selling equipment.
  • Please note that there are two types of Stabilizer and Wet ammo rack, Liner and Ventilation - three, Rammer - four, and Springs - twenty! When buying equipment through a store, be careful to make sure you buy what you need.
  • Remove hardware from machines you don't play. It will cost less than buying a new one.
  • The use of ventilation without fraternity in the crew is not recommended. The increase is too small.
  • Reinforced springs and their analogues do not affect the driving performance of the combat vehicle.

Which modules to download first? What is better to put on your PT - "horns" or optics? Which crew perks should be downloaded in the first place, and which ones are not needed at all? What shells to install in the ammunition? Read about it below.

The order of pumping modules:

  1. gun/undercarriage
  2. engine
  3. walkie-talkie

Recall: PT is, first of all, a tool. The tool feeds us, it brings us income and experience. And therefore, if the running gear allows, we pump over the gun in the first place. Having a good weapon on board, we will be able to farm experience much faster for everything else. The next step is to pump the chassis. Without a new chassis, you will not be able to install the remaining modules, you may not have enough load capacity. The main bonus of the new chassis is the increased turning speed of the car. And for tank destroyers, in which the change of the sector of fire occurs mainly by rotating the hull, this is an important indicator.

The only exception to this rule is the case when the existing chassis does not allow us to install the top gun. In this case, the running gear will be pumped first.

The next module pumps the engine. At the same time, we further increase the speed of acceleration and turn of the car. This allows us to quickly enter the desired positions, quickly change them, and also leave them faster if they are detected. All this directly affects our survival.

The last module is pumping the radio station. The module is quite important, but for a machine that is located in the rear of the main forces, it is not the most necessary. (Later on, playing on low-level machines, you will of course realize how much you miss a good radio station, since you cannot fully evaluate the minimap, but in a normal, non-deer-perverted combat, it is not the most important module).

What consumables to choose?

Don't skimp on consumables. Your life sometimes depends on their presence. Here is the technology:

First of all, put in the second slot small repair kit. This is almost our most important consumable. You may not have a first aid kit or a fire extinguisher, but a repair kit must be present. Don't be greedy and put it on! The first and most common malfunction in the game is downed tracks. The missing caterpillar for a vehicle without a turret, in which the change of the firing sector directly depends on the chassis, is tantamount to death. Therefore, we put the repair kit in the second slot and, if necessary, very quickly activate it by double-clicking on the 5 key. Why exactly on the 5 key? Because the tracks are in fifth position, and they are often shot down.

first aid kit— the second necessary consumable. It is very bad to play with a critical gunner or mechdriver. Therefore, a first aid kit is also needed. They install it in different ways, it’s more convenient for us in slot 4, because there, at number four, there is a mechanical driver on the list, without which you are an easy target.

Fire extinguisher? We do not see the need for a fire extinguisher for vehicles that do not have special armor and do not even have time to catch fire when hit. Therefore, for tank destroyers of the hunter class, buy better gasoline (or oil, tightened regulator). Due to this, you will get a noticeable increase in speed, power (and hence throttle response and turning speed).

If it is unprofitable to carry gasoline, or you think that it is not the most necessary element for you, carry automatic fire extinguisher. It will add fire resistance to the car and will automatically work once every five years, which may save your life. Believe me, it is much more convenient than a hand-held fire extinguisher. In addition, it will pay off in 4-5 battles.

What additional equipment to install:

First module: Camouflage net. For a machine that has to fight like a sniper, camouflage is the first thing you need. Buy without thinking. It is inexpensive, and the benefits to you from it are simply agro-mad. This equipment can be removed and put on other machines, therefore, even if you don’t like the machine, it will still come in handy on the farm.

Alternative view of the grid:

The fact is that disguise is relevant at the time of entering the position, i.e. in move. But when we move and we really need masking, the mesh doesn't work. De facto, while firing, we can only rely on the bush, the terrain, or the blindness of the enemy, the mesh has almost no effect on camouflage at the time of the shot and very little enhances camouflage in the bush. There is some significant bonus from the network when standing in an open field without shooting only, but the very fact of standing still in an open field means that we are doing something wrong. Camouflage, IMHO, is more important than mesh, because. Camo always works and allows us to move unnoticed.

Second module: Yagers, like a real sniper, have good eyesight and high visibility. Reinforcing it is a good idea. But here there will be a choice between what to install: coated optics or a stereo tube. Resolve this problem should be based on your style of play.

More information about the network:
I took it to the OF in the developers' answers:
Question:
Does the action of the camouflage net disappear after a shot if the tank remains stationary?
Answer:
No. The camouflage net effect does not disappear after a shot.

Camouflage network. WiKi
Effect: Significantly reduces the visibility of a stationary tank after three seconds after stopping. Acts as a component. For PT - 15%; For ST, LT - 10%; For TT, Arta - 5%
Cost: 100000 Credits
Weight: 100 kg

How does the camouflage net work?
Camouflage net - removable equipment that significantly reduces the visibility of a stationary tank (after three seconds after the vehicle stops). Being a removable piece of equipment, the Camouflage Net can be transferred to another tank.

The camouflage net gives a certain bonus to the level of camouflage of the tank, depending on its type. This bonus will be higher for tank destroyers, and lower for medium and light tanks. For heavy tanks and SPGs, the Camouflage Net bonus will be lower than the bonus for medium and light tanks and tank destroyers. In order for this additional equipment to become active, it is necessary to fix the body of the vehicle for 3 seconds, after which the Camouflage Net will begin to operate - this will be indicated by the corresponding green illumination around the edges of the Camouflage Net emblem. Any subsequent movement will again require 3 seconds of rest to activate the Camouflage Net. If you prefer to support tanks from the second line in battle, then the tanks will shine for you and the stereo tube (which, like the maskset, works only 5 seconds after stopping), you will not definitely need it. And it is better to put optics. The increase in viewing range from optics, of course, is not so big, but at least it is constant. If you prefer ambush tactics in open areas, then the stereo tube will come in handy here. In the field, armed with a second or third level tank destroyer with a basic view of 370-400m, it can sometimes even stop a level 5 load and hold it before it approaches you at a detection distance. It is enough to shoot down his harp, crit modules and hit weak spots, and then the rest of the team will arrive in time and help this monster to be dismantled. In addition, the pipe is a removable module that can be moved from car to car and therefore useful in any case. The correctness of the choice of modules is usually confirmed by the enemy. More or less like this:

Third module: At low levels, it is not possible to install a rammer, so your choice is reinforced aiming drives. The change in the firing sector on the PT often occurs with the help of caterpillars, while the convergence flies. Therefore, faster mixing will be of great help to you.

At levels above the third, there is more choice of modules. Complete the car with modules depending on what you want to achieve: improve the strengths of your car or strengthen the weaknesses. For solo play, of course, it is worth strengthening the weaknesses. If you have a company or platoon vehicle, it is better to strengthen it.

Weaknesses and strengths can be assessed based on the performance characteristics of the machine. For example, a view of 350 meters, like the SU-100, is a weak point. If you play solo, take the "horns", rammer and mesh. If you play as a platoon or in a company, take a grid (or a fan if you already have a well-pumped crew and everyone has 100% camouflage), drives and a rammer.

shells:

Here is one piece of advice. If the ammunition load allows, do not be stingy, carry with you 4-5 sub-caliber (cumulative) shells and a dozen high-explosive ones. They will help you when you run into some kind of cast-iron muzzle like KV or T1 Heavy. At long distances, common for PTs, it is sometimes difficult to hit the AP in a weak spot.

Fougasses help a lot. They are guaranteed to remove at least some HP from the enemy, forcing him to think ten times about continuing to move in your direction. Land mines are also very good for one-shotting small art. You need to make 2 shots with an AP shell, during the reload time for the second shot, artillery can either knock you down or respond by swan-shotting you.

Please note that sub-caliber shells lose armor penetration at a long distance, so it is better not to use them. The fact that you bought a projectile for in-game gold does not guarantee penetration =)

Crew Perks Perk number one - disguise. High-quality camouflage is the key to the survival of any sniper. The same applies to anti-tank self-propelled guns of the Yager class. Upgrade everything crew disguise.

Quote from cheburillo:

Cloaking only affects detection distance. The time of disappearance from the light ranges from 1 to 8 seconds (without lotions like vindictive ones) and it depends only on the order in which the server calculates “view ticks”. (30 Jan 2013 - 13:20)

Many people think that the commander immediately needs to start pumping the sixth sense (light bulb) and the rest of the crew - disguise. This is wrong for two reasons: firstly, in this case, you will carry a useless commander with you all the time while leveling the 1st perk (the light bulb starts working only after reaching 100%), and secondly, you must have YOUR sixth sense.

You must intuitively feel when you are visible and when not, when you need to change position and “tear your claws”, when not to shoot, when not to move, etc. etc. The lamp works after the fact, 3 seconds after you are discovered. We can say that when it caught fire, the enemy is already aiming at you, and there is nothing to think about - shedding instantly. And besides, the lamp will first dull your own feeling. Being already an experienced fighter, you will learn to identify danger without it, and the lamp will simply confirm your fear. In addition: by pumping 100% disguise to the commander, you can always reset this perk and turn it into a light bulb.

The next perks after disguise should be to download the same light bulb, vindictive for the gunner (a very useful skill for shooting through opaque bushes), which enhances your maneuverability

INSTALLATION OF EQUIPMENT ON TANKS

Equipment is a variety of devices represented by systems, aggregates and nodes that allow you to upgrade equipment, make it more profitable and adjust it to your own style of play. Properly selected equipment in the World of Tank will help minimize the shortcomings of the machine and enhance its advantages.

TYPES AND DESCRIPTION OF EQUIPMENT

What equipment to put on tanks depends on the characteristics of the equipment itself and on the goals that the player wants to achieve. All these devices are divided into removable and complex. The first move from one machine to another without any special restrictions. You can get rid of complex equipment only for an additional fee.

TYPES AND CHARACTERISTICS OF REMOVABLE EQUIPMENT IN TANKS

As a rule, they are included in inexpensive packages and have a convenient configuration that you choose at your discretion. An important condition is that the slots for additional equipment on the tank must not be empty.

Stereoscopic telescope

Adds 25% to the vision of a stationary vehicle. Sometimes the advantage of this device is decisive, as it gives tactical superiority on the battlefield. The downside is that the device only works in a stationary car. Therefore, many players prefer an alternative option - coated optics. But with the skillful use of a stereo tube, you can increase your chances of winning well. Especially if the game is played on "blind" vehicles with a view of no more than 330. It makes no sense to install such equipment for WOT tanks on melee tanks. It will not be needed for self-propelled guns either.

Toolbox

Speed ​​up repairs by 25%. Irreplaceable additional equipment for tanks, where you often need to restore something. For example, on melee vehicles with a large margin of safety. They most often pierce a caterpillar or a gun. And, several times per fight. The box is indispensable in those situations when the crew is pumping repairs, but has not yet reached the 100% mark. Having reached the goal, this lotion can be moved to another tank.

camouflage net

Adds stealth to the car, which is frozen in standby mode. This option allows you to achieve the best characteristics in conjunction with the Disguise skill. They function well in conjunction with a stereo tube, as it is used for passive light. If you do not know what equipment to put on self-propelled guns and tank destroyers, then the grid may be one of the reasonable options.

COMPLEX EQUIPMENT

If this is on the vehicle, then you can return it only for gold - you will have to pay 10 units of this game currency.

Rammer

Allows you to charge 10% faster. If you set a goal and find what equipment is better to put on a tank, then this lotion will be among the leaders. One of the most useful acquisitions, as it increases the rate of fire. It is used on almost all tanks and self-propelled guns, including the most specific models. If you don’t know what additional equipment to put on art, then this will be the best solution. Perhaps, there is no need for it only in those machines where the rate of fire is already quite good.

Reinforced pickup drives

Adds 10% to Aim Speed. This equipment for tanks in World of Tanks is designed for vehicles that mainly shoot from a place - self-propelled guns, Soviet vehicles. Perhaps the best equipment for art in WoT. For the rest of the equipment, it is more expedient to install the next unit on the list.

Vertical stabilizer

Reduces 20% spread while moving and turning. The lotion is used by no means only when shooting on the move. This is a universal device for medium tanks firing from behind cover. Because you have to turn the tower a lot, switching from target to target. With a stabilizer, mixing will take less time and the shot will be more accurate. This is one of the most reasonable answers to the question of what advanced equipment to put on tanks of any level.

coated optics

Adds 10% to the review. The review in the game decides a lot, allowing you to detect enemy equipment before the enemy detects us. This is not as much as a stereo tube can add, but the optics are constantly on, unlike a stereo tube, which turns on three seconds after stopping. Many players, when deciding which equipment to put on a tank, opt for it. Everyone basically puts optics on light and medium tanks, but some gamers put this equipment on tank destroyers with high DPM.

Improved ventilation

All players are wondering what equipment to put on a light tank? What equipment to put on a medium tank? Of course, a valve, as everyone calls ventilation. It adds +5% to all crew skills. Together with the Combat Brotherhood and an additional ration, it can significantly improve the characteristics of the vehicle. This equipment is also perfect for heavy tanks, especially at medium levels.

Anti-fragmentation lining

When players decide what equipment they put on heavy tanks, the owners of heavy and inactive vehicles talk first of all about lining. It will allow you to absorb from 15 to 50% of damage from artillery and ram HEs.

Wet ammo rack, CO2 tank filling

Often one enemy shot can blow up your car due to the explosion of the ammo rack, or set it on fire. To prevent this from happening, players use these gadgets, which increase the durability of ammo racks and fuel tanks by 50%. Filling tanks with CO2 reduces the chance of tank damage and fire resulting from it. It makes sense to install such a module, for example, in the T-34-85, KV-1S and some other machines.

Reinforced suspension

Players put this equipment mainly on stock vehicles, preferring to open a more powerful weapon instead of running gear. But the stock chassis will not allow you to install a new weapon due to the low carrying capacity. You can increase the carrying capacity just with a reinforced suspension, which adds 10% to it.

Equipment - systems, assemblies and components that improve the characteristics of the tank. It can be simple (removable) or complex (non-removable).

Removable equipment can be moved from one machine to another, or to a warehouse free of charge. In order to dismantle complex equipment, you need to pay 10 units of gold.

simple equipment

Effect:+25% to vision radius from a stationary tank.

Description: One of the most useful pieces of equipment. The 25% vision bonus is very impressive, and sometimes decisive. A tank or self-propelled gun that spotted the enemy first has a huge tactical advantage. As a rule, this is the right to fire the first shot or the opportunity for various maneuvers (change of position, retreat, turn to the enemy with armor). In addition, a good view is financially beneficial: if the tank sees further, then it shoots less often at someone else's light, on the contrary, it shines on the allies, thereby earning credits - as a result, all the income from its shot and part of the income from the shot go to the piggy bank allies.

The stereo tube only works in a stationary position, so active game lovers usually prefer an alternative - coated optics. However, in fact, even fast tanks can benefit tremendously from the use of a stereo tube. It can be a passive light for the allies or a careful movement from cover to cover: we reached the bush - looked around, if there is no danger, we move on.

Of course, blind-sighted tank destroyers, such as Ferdinand, ISU-152, Jagdpanther and others, will feel the greatest benefit from the stereo tube. The tube will allow them to be the first to spot an enemy at line of sight, fire, and then back into cover to reload.

For blind vehicles with 260-330 field of view (Hetzer, SU-152, SAu-40 and others), the stereo tube can become a real lifesaver, especially at the end of the battle when you need to drag. With a stereo tube, even a weak tank is able to fight off several opponents coming under fire one at a time, or bring friendly artillery fire on them.

The pipe should not be used on melee tanks such as Maus, E-100, IS-7, KV-5 and others. In addition, on vehicles with a 390+ field of view, the effect of the pipe will be excessive at a visibility limit of 445 meters. Of course, in this case, the tank gets a bonus to unmasking enemies, but it's still more rational to use optics on such vehicles.

Verdict: the stereo tube is of little use on howitzer self-propelled guns and on melee equipment. For combat vehicles with a view of 390 or more, it is more rational to use coated optics. For all others, this type of equipment is recommended for use. For most ambush snipers and lovers of passive light tactics, it is a must.

Camouflage network.

Effect: significantly reduces the visibility of a stationary machine.

Description: Unlike the Disguise skill, the net is useful not only for stealthy vehicles - the stealth bonus is fixed. However, occupying a precious equipment slot with a camouflage net should be where it is really necessary and in conjunction with the "Camouflage" skill.

A net in combination with a stereo tube can be useful for passive light: a light tank with camouflage, a net and a stereo tube drives into a bush not far from the enemy’s movement path and directs fire on allies, remaining unnoticed. In addition, nothing prevents the use of similar tactics on tank destroyers: until a certain moment, we shine on the allies, and when the enemy comes close, we open fire ourselves.

The grid can also be useful on self-propelled guns if enemy light has broken through to it. If the scout is not riding straight at you, but is busy searching at a certain distance, it will be more useful to lie low, covering himself with a net, and not try to destroy the enemy on his own, thereby revealing his position. Even if there is nowhere to wait for help, a good disguise gives a chance to let the enemies get closer and make a more prepared shot.

Verdict: useful piece of equipment. Recommended for light tanks, tank destroyers and self-propelled guns whose crews are working on camouflage. Fans of cautious play and sniper tactics who are well versed in the mechanics of camouflage and detection in the game will bring the greatest benefit.

Toolbox.

Effect: +25% repair speed.

Description: This type of equipment is useful on the equipment, which is often criticized. First of all, these are tracks and a gun. In this regard, the box will be most useful on heavy melee tanks with a large margin of safety (E-100, E-75, T32, KV-5, IS-3 and others) - they often have to either become a rhombus or dance with their body, making it difficult for the enemy aiming. In such cases, the projectile often flies into the track. American TTs and tank destroyers, such as T29, T32, T30 usually play through the tower and often get crit guns several times per battle. In addition, super-armored vehicles, such as Maus, often suffer from gun crits - desperate to break through their armor, lower-level enemies like to switch to land mines and ruin our lives by breaking the main caliber. Speeding up repairs will be useful for tank destroyers - enemies often deliberately shoot down a caterpillar in order to go into the flank and rear of a helpless self-propelled gun. Often, the caterpillar is also torn off by an artillery mine that exploded nearby. Timely repairs will allow you to get away from subsequent shells launched "after".

It is important to remember that the effect of the crate stacks with the “Repair” skill pumped by the crew. Moreover, without repair, the box will be practically useless. Another thing is when the repair is swinging, but has not yet reached 100%, and this case is the most common reason for installing a toolbox. That is, when pumping repairs from the crew on some TT or ST, we put a box. When the repair is completely (or almost completely) pumped for all tankers, we change the crate for some other useful equipment. It should be borne in mind that the time for repairing modules for different machines is different. For example, for a German VK3601(H) with a 100% repair, a downed caterpillar is being repaired for 7 seconds. Installing a box helps reduce this time to 5 seconds.

In general, the recommendations for using the box are the same as for using the repair skill. Where repair is the first skill (and this is the majority of equipment in the game), there the box will come in handy. And where we set the repair to 3-4 skill, there the box will not be particularly useful. Among these vehicles, LT and ST up to level 5 can be noted, as well as all howitzer self-propelled guns. The reason lies in the fact that for tanks with a small margin of safety, stopping under fire due to the loss of a track, as a rule, leads to a quick death. The caterpillar simply does not have time to repair (both with and without a box) and it is more expedient to use a repair kit.

Verdict: A tool box is a useful piece of equipment. Recommended for TT, ST and tank destroyers from level 5, whose crews are doing repairs. Most useful for heavy tanks with a lot of HP. It is removed for free, so it can be useful as a temporary measure for tanks that have not yet purchased the necessary equipment.

Sophisticated equipment

Rammer - reduces the time of loading (reloading) guns by 10%. Not available for tanks with automatic loader (drum), except 59-16.

Improved ventilation - adds 5% to the level of mastery of the main specialty and additional skills of all crew members (does not affect skills). Not available for open felling vehicles.

Reinforced aiming drives - increases aiming speed by 10%.

Elevator Stabilizer - reduces spread while moving and turning the turret by 20%.

Coated optics - adds 10% to the viewing radius, but not more than 500 m. Exceeding this value increases the quality of the view, that is, camouflaged enemies will be detected earlier. When used together with a Stereo Tube, bonuses are not summed up, a larger one is used (that is, the tube works at rest, the optics are in motion).

Spall Liner - Increases damage absorption from explosions and ramming by 20%, 25%, 30%, or 50%. The action applies to the explosion of HE shells that did not penetrate the armor or “covered” the tank.

Springs - increases the carrying capacity of the suspension by 10% and adds 30% to the durability of the chassis.

"Wet" ammo rack - increases the HP of the ammo rack by 50%. Thus, it becomes more difficult to damage it and, accordingly, to blow it up.

Filter "Cyclone" - increases the durability of the engine by 50%. It does not make sense to put this equipment for use with the Twisted Speed ​​Regulator consumable, since the latter does not remove a fixed number of engine durability points, but percentages of durability. Installed only on Soviet tanks.

Filling tanks with CO2 - increases the durability of tanks by 50%. Only available for tanks 6-10 levels.

Additional lugs - increases flotation by 10% in soft soils and by 5% in medium soils.

Video

If you play World of Tanks, then it will hardly be a secret to you that having an expensive tank is not enough to succeed on the battlefield. You need to be able to properly develop your car, skillfully complete it, and also understand its advantages and disadvantages in order to fight, destroy opponents and stay alive. Each of the machines has its own strategies, which can be more or less successful. Naturally, everything also largely depends on the player himself - many tanks require a lot of practice and skill to control. But still, without proper development, any tank, even in the most capable hands, will be ineffective. For example, we can take the Soviet heavy tank IS-3, which is very popular with World of Tanks players. This vehicle has fairly high speed and a lot of firepower, but you can't even imagine what kind of threat it will pose if properly manned. So, what kind of equipment to put on the IS-3 so that this tank turns into something incredible?

gun

Already the original gun, with which the model is sold in the store, can please a novice tank lover. Pretty high armor penetration, good damage, high rate of fire - all this makes even the stock IS-3 a powerful tank. But what equipment to put on the IS-3 to make it even better? You can start by reducing the caliber to 100 millimeters, but at the same time, the D-10T gun will increase in rate of fire, get not the largest spread, and most importantly, reduce the aiming time on this tank to a possible minimum. But this is not the most optimal weapon, you can put the D-25T instead - here the rate of fire increases only slightly, but the damage and caliber do not fall so critically. But the best weapon for this tank is the BL-9, this gun increases penetration, rate of fire, and also minimizes the spread of shells. So, everything is clear here - it's time to figure out what equipment to put on the IS-3.

Tower selection

The tank's stock turret gives it only 175 millimeters of frontal armor. If you decide to keep it, then you will have to think hard about what equipment to put on the IS-3, since you will have to somehow compensate for such a thickness of armor. This is quite difficult to do, so it is better to purchase an improved tower, in which the armor thickness will increase to 250 millimeters, and besides, another twenty meters of viewing radius will be added. However, the turret traverse speed drops slightly, but this is easier to compensate than almost a full centimeter of armor. If you look at the original IS-3 tank, the photos will make you impressed - it was a powerful machine that made the enemies terrified. In capable hands in World of Tanks, the IS-3 also instills fear in opponents.

Is it worth changing the engine?

The original IS-3 engine is also quite good, but still worth replacing. With the new version, engine power will increase by fifty horsepower, which will allow him to add speed. The IS-3 tank, whose photos are already making one feel respect for it, is initially quite fast for a heavy model, but with the new engine it becomes even more dangerous. Moreover, the probability of a fire is reduced by three percent, and the weight of this motor is also fifty kilograms less. In the World of Tanks game, the IS-3 is a threat in any garb, but if it is properly and maximally pumped, then anyone will be in trouble.

Installation of a new running gear

The stock undercarriage bears the name of the tank itself, but it can be replaced with a new one, to the marking of which the letter M is added. But what does this give? Should I change it Not in the first place, but it is still necessary to change it, because in the game "World of Tanks" the IS-3 boasts of its agility. The new undercarriage will allow him to carry three tons more, which can positively affect the outcome of any battle. Moreover, the vehicle becomes more agile, as its turning speed increases, which can also play an important role in combat. A review of the IS-3 tank so far shows that in the maximum configuration it is becoming more and more intimidating. What will give him a change of radio?

Possible radio receivers

The stock radio on the IS-3 is not particularly impressive - it only works at a distance of 440 meters. That is, if you are too far from your comrades, then the vaunted review of the IS-3 tank will not help you - the enemies you see will not be displayed on the radars of your comrades-in-arms, and you will have to fight on your own. Therefore, it is very important that you change the radio to a better model. At level 9 you will be able to install a radio that will transmit a signal over 600 meters, and at level ten you will have a chance to maximize this aspect of your tank, as you will unlock a model with a communication range of 730 meters. Then teamwork will be implemented at the highest level. World of Tanks is a game that requires interaction between comrades. And if you go into battle as a group of single tanks, then it will be much more difficult for you to win than if you fought in a close team in which maximum understanding reigns.

Installation of additional equipment

As you know, each tank has three slots for installation. Some useful objects that are useful in battle can be placed there. Given the fact that you need to focus on firepower as the leader of the IS-3, you can choose a rather interesting kit. First of all, install a rammer, which increases the rate of fire of the gun, which is very important if you do not decide to stick with the D-10T gun. Then be sure to use heavy duty drives, as they will guarantee faster convergence, which is one of your machine's weakest points. Do not forget about ventilation, as the crew plays a big role in this car, and without ventilation it will not be as effective. Installing additional equipment is not a universal process, that is, it cannot be said that the above-mentioned set is one hundred percent winning. You need to look at the circumstances, because there are plenty of equipment options, and you will have plenty to choose from.

Advantages of the tank

So, the IS-3 is a model that can be used both for defense and for attack, but it looks best in the role of high-speed support, preferably from the flanks. Among the main advantages that can be noted in this tank is excellent armor, which you can make even better. But still, the most important thing is the power of the gun and high speed. Also, do not forget about the good agility of this tank, which gives it more freedom of action on the battlefield.

Tank Disadvantages

However, it's worth saying. that the IS-3 also has certain disadvantages that have to be reckoned with. For example, many complain about the low viewing range. The biggest problem with the IS-3 is, of course, the aiming speed. However, you can normalize this with the help of reinforced drives and experienced and skillful control of the machine. Otherwise, this tank is more than good, and with the right development, it becomes a great attacking support force that any opponent has to reckon with. The IS-3 can also impose a fight alone, but it looks best when there are more powerful tanks, as well as light models - in general, in a group offensive.

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