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

Well, here we are. Today, in our review of the game, we will talk about one of the types of tanks - self-propelled guns.

While in the game they came up with, or rather took from the history of the battle, such types of tanks as: ACS(Self-propelled artillery mount), Fri-Sau, Light, Average and Heavy. At first, I would like to tell you about the ACS.

ACS- in the people this type of tank is simply called " Arta" or " Artillery". It is intended for air attack of enemy tanks. That is the task of art from afar to inflict damage on opponents. In most cases speed artillery small, about 30 km/h. The exception in terms of speed is American SPGs, at early levels they can go faster than light tanks.

Arta strikes most damage among all types of tanks. The downside is that the reload time is very long, and the tank itself has little armor compared to heavy tanks.

ACS management quite simple - after pressing Shift, such a sight will appear, if you wait a bit, it will decrease and it will be much easier to hit the opponent.

Tips:

- try to take at the beginning of the battle good position. The outcome of your SPG game depends on this. Take into account that mountains, houses and stones will prevent you from shooting.

- if at the beginning of the battle you were spotted by a light tank of your opponents, try as quickly as possible change position, since you are the most tasty morsel for the art of your opponents: little armor and little by little you move. It is much easier to get into the self-propelled guns and there is a high probability that your equipment will be killed from the first blow.

don't move. The highlight of the art is that it is difficult for enemy tanks to notice it. If the tank is moving, this feature disappears, but if you stand still, then the opponent will have to drive up to the ACS at least 50 meters to illuminate it. Of course, you will not notice the opponent's tank either, but still take your time. "And time is money."

What equipment to install? As you know, the equipment improves certain characteristics of the tank. Each type of tank has its own set. For ACS, this is

Pickup drive amplifier. It will speed up the zooming of the sight by 10%, which will improve the hit skill;

gun rammer. It will reduce the reload time by 10%, and this will be very noticeably effective for self-propelled guns. Since there is a long recharge;

camouflage net. Increases the invisibility of your tank, which in some cases can save your artillery from death.

Well, our review of the ACS has come to an end. In the next post, we'll talk about light tanks. I will be glad to see your comments. Good game.

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 the timely detection of the 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, turning armor towards the enemy). 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 enormously 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 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 Stereo Tube. 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 AMX 13-90 with and without a valve was about a second, for 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, and also 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 machines. 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 greater 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. Purchasing 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, purchase 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.

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, turning armor towards the enemy). 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 enormously 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 no 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

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 the timely detection of the 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, turning armor towards the enemy). 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 enormously 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 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 Stereo Tube. 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 AMX 13-90 with and without a valve was about a second, for 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, and also 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 machines. 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 greater 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. Purchasing 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, purchase 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.

Due to its characteristics, Type 4 Heavy is considered the most formidable and powerful among classmates. In addition, in the slot that completes the development branch of Japanese strands, there is a completely frightening unit that inspires waves of horror on enemies in a random house. Therefore, the predecessor should be fully consistent with its older brother. In addition, in the latest update, the Japanese heavies got a good boost, having improved armor and armament. Let's take a closer look at the updated Type 4 Heavy.

TYPE 4 HEAVY guide

Let's start with the fact that the ninth Japanese has a record-breaking margin of safety in 2,050 units. The quite acceptable viewing radius of 390 meters also deserves attention: the value is not a reference, but can be improved due to additional equipment and crew perks. A significant drawback that reduces the survival of the machine is a bulky silhouette and low top speed. It is quite easy to hit the tank, and the low speed does not allow you to quickly withdraw the vehicle from artillery fire.

Type 4 Heavy guns

Separately, it is worth considering the weapons of the Japanese. Players are offered a choice of two guns that have phenomenal damage for the ninth level. It is worth noting that both guns are installed on the next tank of the 10th level, which gives a certain charm and zest.
Let's start with the basics. Basic armament is represented by a cannon 14 cm/50 3rd Year Type, caliber 139.7 mm. This weapon has been mounted on heavy for a long time, so many players know its mediocre rate of fire, but surprisingly good alpha. As a result, the DPM is 1,800 damage per minute, which is definitely not the best indicator in the level.

With armor penetration, everything is very good: 249 millimeters ensure the distribution of damage even to dozens, especially if you target vulnerable areas, and not just shoot at the silhouette of a tank. However, do not forget about gold, and load at least 10-15 of these shells, which will allow you to gain a sense of confidence in the confrontation with heavily armored opponents. What else attracts attention in this tool is UVN: The barrel drops 10 degrees down for comfortable play in the clinch. This is where the advantages of the gun end, and players are faced with long mixing, frankly low accuracy and poor stabilization.
It took a long time to get used to shooting from such an extraordinary weapon, but the latest update patch has changed the situation for the better. The tank was "given" additional weapons, represented by a cannon 15 cm45 41st Year Type, caliber 152.4 mm. It is worth clarifying that this is a high-explosive gun that gives out just a crushing alpha in 1 000 units of damage.

The gun is loaded only with high-explosive shells: conventional and gold, respectively, has low armor penetration rates. However, even a shot at the silhouette of a tank removes 300-600 hit points. If you aim at a vulnerable area or shoot at a "cardboard" French tank, the damage is simply fatal. As in the previous case, lethal power is leveled by long mixing, huge spread and specific low accuracy.

The choice of weapon is up to the player, but it is better to try both barrels in the game and decide which one is more suitable for your game tactics. Given the preference of the majority, we will continue to review the tank on the basis that a high explosive is installed on the tank.

Type 4 Heavy penetration zones


The survivability indicators of the vehicle in battle do not look so unambiguous. The frontal projection of the tank is protected quite powerfully. In the basic version, the turret and hull had reduced armor values ​​of 250 mm, after the upgrade, the parameters increased significantly, increasing the thickness of the armor plates by a couple of tens of millimeters. Where to punch type 4 heavy is shown in the image and the thinnest zones are highlighted.
It is quite natural that a direct projection does not save Tier 10 vehicles from powerful weapons, however, an easy turning of the hull, and even top-end anti-tank guns will have to be loaded with gold in order to pierce a formidable heavy load.


A similar situation develops with side armor: at right angles, the sides of the tank break through quite easily, but if they are substituted at a good angle, literally everything will ricochet. In addition, let's not forget about the side screens, which successfully extinguish the lethal force of sub-caliber and HEAT shells.

What equipment to put on Type 4 Heavy

To increase the comfort of the game, the equipment must be selected in such a way as to shade the key flaws. In our case, most of all complaints are caused by the accuracy of the gun and speed indicators. Therefore, it is recommended to choose an anti-shatter lining, a rammer and improved ventilation for installation.
However, the option of opting for anti-fragmentation lining will give a slight advantage over artillery and other high-explosive fragmentation shells.

Perks for Type 4 Heavy

It is better for the crew to pump out skills that can increase the survivability of this bulky heavy. Therefore, the recommended choice may be as follows:
If we consider the choice of equipment, you can load the tank with a large repair kit, a first aid kit and an automatic fire extinguisher. If things are not going well with loans, you can carry small-sized counterparts with you. By the way, the cord burns very badly, so you can replace the fire extinguisher with a set of sushi.

How to play Type 4 Heavy

So, we go into battle on the heaviest and most powerful tank of the 9th level. However, if you choose the wrong tactics, the invincibility of the machine will turn out to be a fiction. The sluggishness and bulkiness of the vehicle can play a cruel joke, and the tank will go to the hangar already in the first minutes of the battle.

Let's start with the fact that Type 4 Heavy is a tank of one direction. Low speed will not allow you to return to the other flank, so we choose the route very carefully. Do not forget that a huge silhouette is a red rag for artillery, so there must be shelters in the chosen direction that will protect the tank from falling suitcases.
It is important to understand that excellent armor will help, with the support of the allies, to hold any flank. When squeezing the enemy in the selected area, we cover vulnerable zones and systematically reduce the population of enemy equipment in a square, realizing the full potential of weapons.

It is quite natural that, having received such a powerful high-explosive at its disposal, the tank simply cannot stand in one place. The car should play from alpha: we leave, we give a shot, we roll back to the cooldown or we move forward.

Otherwise, the tactics of the game are the same for any heavy. We try to avoid open spaces and do not rush in splendid isolation. Remember that artillery shells go well and effectively into the roof of the tank, and nimble fireflies and STs can easily spin and dismantle the steel giant. Therefore, always keep an eye on the mini-map and respond in a timely manner to any changes in the situation in battle.

Type 4 Heavy reviews

We have already deduced the general characteristics of the machine, it remains only to summarize the information. Therefore, we will display the strengths and weaknesses of the Type 4 Heavy in separate blocks.

Advantages:
Excellent indicators of the reduced armor.
Record margin of safety.
One time damage.
Comfortable UVN.
Choice of weapons.
Flaws:
Bulky silhouette.
Low maneuverability.
Long gun reload time.
Weak accuracy.

This can also include low armor penetration rates, however, given that the gun is loaded with high-explosive shells, this does not play a special role.

Type 4 heavy video

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