Wot equipment for TT. Choosing improved WoT equipment

body kit in WOT body kit in World of Tanks, this is complex equipment that can be used to improve the properties of a tank, smooth out its cons and increase its pros. I won’t say that there is a lot of it, but it’s quite enough to conduct some tactics.

The entire body kit in tanks can be divided into several groups:
strengthening the "survivability" of the tank(Cyclone filter, "wet" ammo rack, filling CO2 tanks, large, medium and small anti-fragmentation lining)
tool performance improvement(reinforced aiming drives, vertical aiming stabilizer MK1-2, gun rammer of large, medium and small caliber)
improvement in viewing range(stereo tube, coated optics)
rest(camouflage net, reinforced torsion bars, tool box, improved ventilation Class 1-3, grouser)


Cyclone filter needed for tanks prone to frequent engine damage. For example, Lowe, a premium tank of level 8, often gets a critical engine crit when shooting at the tank's frontal projection.

"Wet" ammunition- for those players who have not yet learned not to expose the ammo rack for shots. Essential for the T43 and T44, as these tanks often explode due to ammo rack damage.

Filling CO2 tanks- in my opinion, a useless feature. Not once in the game has my tank exploded due to a hit in the tank.

Large, medium and small anti-fragmentation lining- a vital body kit for heavy tanks. Not only does it save from splashes, fragments and small art, it also absorbs damage from a ram by 15% (absorption - absorption).

Reinforced pickup drives- it makes sense to put on self-propelled guns and tank destroyers and on tanks with which you like to shoot from afar.

Vertical stabilizer MK1-2- a body kit available from level 8 and allowing you to reduce the spread of the gun when turning by 20 percent. We put on the tank and do not think.

Gun rammer of large, medium and small caliber Improves rate of fire by 10%. Mandatory presence on tanks with a rate of fire of 2-5 rounds per minute.

Stereoscopic telescope(Horns) - Improves line of sight by 25%. But at the same time, the tank should not be in motion. Optimal for tank destroyers and self-propelled guns. It makes no sense to carry light and medium tanks with you, which are constantly on the move.

coated optics- the same as a stereo trumpet only for ST and LT. Increases vision range by 10%. For fireflies, this type of body kit is required.

Improved ventilation Class 1-3- fan - slightly (by 5%) increases the skills of the entire crew. It should be set at the beginning, when the tank crew has not yet been pumped.

camouflage net- reduces visibility of a stationary tank by 25%. Suitable for tank and self-propelled guns. True, large self-propelled guns (SU14) will not benefit from this grid.

Toolbox we carry with us until we finish the “repair” skill of the entire crew. It often happens that because of a downed caterpillar, you get a portion of land mines and go to the hangar. The crate, on the other hand, speeds up the repair of a damaged module by 25%.

Reinforced torsion bars, Christie suspension— improved tank carrying capacity by 10%. It makes sense to bet when your tower is open, and the chassis has not yet been explored. Installed body kit and you can put the tower.

Grousers- it makes sense to put on heavy tanks, since they have low cross-country ability in swampy and rough terrain.
Of course, you can try cheat engine tanki online, but in a client-server connection, it will hardly help.

The game distinguishes 5 types of tanks, for each of which, you can pick up certain complex equipment.
Light tanks - coated optics, fan, toolbox
Medium tanks - rammer, vertical stabilizer, fan.
Heavy tanks - rammer, vertical stabilizer, anti-fragmentation lining.
Tank destroyer - masking network, rammer, stereo tube
ACS - rammer, stereo tube, aiming drives.

Of course, some body kits depend on individual preferences and features of the tanks.

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 latest update Japanese bands were well uplifted, 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, which provides comfortable game 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, first aid kit and 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 enemy technology squared, 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

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 talk 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 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.

Bonds (currency in World of Tanks) takes a very long time to farm, and for many it will take several seasons of ranked to buy their first module (improved equipment). And here it is extremely important not to miscalculate with the purchase and for which tank to choose equipment.

We also draw your attention to the fact that 200 bonds will be required for the removal of advanced equipment. Consider all available modules in ascending order of usefulness.

Action: Increases repair speed by 40%.

Price: 3,000 bonds

Purchase feasibility: -5 /10

There is one important nuance here: a couple of patches ago, the equipment became “complex”. That is, this useless rubbish is now being removed for 200 bonds.In terms of usefulness, in the case of 99% of tanks, even “ordinary” equipment will be more useful.From 1 to 10, the expediency and profitability of such a purchase is about the same as lighting a cigar from $100 bills.

Worth buying if you hate those damn victories and love to endure pain on all tanks. BDSM in short….

Application example: T110E3 with a swung crew and a gold strap.

An example of the most correct application: Leave it "on the store shelf".

Action:Increases Aiming Speed ​​by 12.5%.
Price: 5,000 bonds

Purchase feasibility: 2 /10

The whole essence of the module is just N AND K CH E M N O Y increase. A quarter better than conventional drives, but there is one BUT - conventional drives also give a penny and are inferior to most modules, they are extremely overestimated by beginners.

Action: Increases view radius by 12.5% ​​up to a maximum of 445m.
Price: 4,000 bonds

Purchase feasibility: 5 /10

Tanks is basically a game about review. Universal module - is placed on any tank, that's the whole point. On some, you can’t put “ventilation” due to open felling; on many, a stub is not placed. Well, the cost below 1000 bonds will not be superfluous.

Action: Reduces reload time by 12.5%.
Price: 5,000 bonds

Purchase feasibility:6 /10

Well, everything is obvious here, DPM is a good and pleasant thing. Let the game with this module may be less effective than with adjusted optics, but definitely more cheerful and enjoyable. It will ideally go to tanks without obvious weaknesses that need to be compensated somehow.

Application example: looks as great as possible on two offhand tanks.

1) The strongest all-rounder of the game is divine (well, maybe blind, only shh!)

2) An aggressor with a superstub, a choice of daring, fast: T-62 / object 140

Complex of stabilization equipment

Action: Reduces spread while moving and turret traverse by 25%.
Price: 5,000 bonds

Purchase feasibility: 9 /10

The module itself is strong and slightly unbalanced in the game, and it becomes doubly hard on drummers. (! the stabilizer greatly affects the aiming time after the shot!)

And if you are a fan of strong drums that do not have time to finish the bullets for CD - this is 100% your choice! The following tanks with a superstub are an example of epic knock-down randoms, try not to be able to tear yourself away!
Bat.-Chatillon 25 t
T57 Heavy Tank

T54E1

and others. This module multiplies the pleasure of fast reels by 3. The author of the article put a bunch of booms on the instruction on the stub - how can I break away?!

Action: Increases the level of mastery of the main specialty, as well as all the skills and abilities of crew members by 7.5%.
Price: 5,000 bonds

Purchase feasibility: 9 /10

Simply a cheat module. Gives a lot: dpm, stub, accuracy, maneuverability, disguise-repair (perks), vision. Thanks to the Murazor department for the fact that the numbers for the modules were taken from the ceiling, in haste!

It has only 1 drawback: it is not placed on tanks with an open cabin.An extremely hard complex buff of all parameters (don't forget that in addition to the parameters in the hangar, tanks have a bunch of hidden ones).Objectively, the subject for breaking the random.

Every player in World of Tanks must remember - strengths tanks can and should be strengthened. Weaknesses, respectively, must be eradicated. It is possible to achieve technical balance in the car with the help of the crew (its skills and abilities), equipment and equipment..

Stock pocket does not pull

After purchasing the first tanks of levels 2-3, purchase equipment. Removable at least. It includes: a camouflage net, a stereo tube and a tool box. They are transferred from vehicle to vehicle without the need for dismantling, paid for in gold. Therefore, you should not buy a dozen camouflage nets or stereo tubes. A couple of copies are enough.

camouflage net(MC) reduces the visibility of a stationary machine. The action is activated 3 seconds after stopping. MS adds: 15% invisibility for anti-tank self-propelled guns; 10% for light tanks (LT) and medium tanks; 5% for artillery and heavy tanks. MS is useful for covert and positional combat inherent in tank destroyers, as well as passive reconnaissance of LTs. The mass of MS is 100 kg and the price is 100,000 credits.

Stereoscopic telescope adds 25% to the view from a stationary car (no more than 445 meters). It allows you to detect the enemy before he you. The right of the first shot is an important advantage in the game. The stereo tube, like the MC, is suitable for playing tank destroyers or LT. It is also good because it eliminates the disadvantage of many tanks - a low viewing radius. It's a pity that the properties of this useful item are not summed up with coated optics. Stereotube weight - 50 kg, price - 500,000 credits.

Toolbox Increases damage repair speed by 25%. Often it is installed while the crew is pumping the repair skill, and then removed. The weight of the box is considerable - 100 kg, and the cost is even more so - 500,000.

Sophisticated equipment

It is dismantled from the car only for 10 units of game gold or after destruction. For this reason, experienced tankers keep a handful of gold in reserve. In the name of economy, carefully consider the need for a particular module on your favorite tank. It's not rubber.

springs are divided into many types specified in the Wot Wiki. Their main tasks are to increase the carrying capacity of the undercarriage and mitigate damage when falling, so the springs are useful in two cases. First, they allow you to install a (heavier) cannon or turret if you don't have enough experience to research the undercarriage. Secondly, insure easy and fast tank from heavy damage when falling from hills and hills. The cost of springs varies from 20,000 to 600,000 credits. Not to say that this is the most useful equipment in World of Tanks, but sometimes it makes sense to install them on a temporary basis.

Anti-fragmentation lining- Another type of equipment that is not very popular. It increases the tank's protection against high-explosive artillery shells and reduces the risk of shell shock to crew members by 20/25/30/50%, depending on the type of lining. The cost is graded from 50,000 to 750,000. Buying such a thing is reasonable only for massive vehicles, often suffering from accented artillery fire. However, it is better to save space for more useful accessories.

Improved ventilation(Class 1-3) Adds 5% to all crew skills. An excellent choice for those who want to gain an edge in combat. The equipment is not available only for machines with an open cabin. The cost jumps from 50,000 to 600,000 credits, and the weight is 100/150/200 kilograms. Improved ventilation should be installed on any tank, regardless of the style of play. What for? Then, that reloading is faster, visibility is better, and movements are more maneuverable. Combined with the Combat Brotherhood skill, commander bonus and premium equipment, you can increase the standard characteristics of the vehicle by 32%.

Wet ammo rack adds 50% durability to… ammo rack. Everything is simple. Not the most necessary equipment in the game, but in isolated cases it can help.

Rammer sometimes howitzer and gun, while dividing into medium and large calibers. It reduces the gun reload time by 10%. It is a pity that a useful device does not shine for drum-loading tanks. The exceptions are: 59-16, Type 5 Chi-Ri and Spahpanzer SP I C. And because these vehicles have an alternative cannon with a standard reload. The cost of a rammer varies from 200,000 to 600,000 credits and you should not feel sorry for them. Faster reloading - more shots - higher amount of damage - more serious contribution to victory.

Additional lugs in most cases - a waste of 250,000 credits. One of the most useless and rarely used types of equipment. Increases patency on soft and medium soils, but has severe restrictions on the types of equipment. Grousers are placed only on 12 cars, and then mostly German ones. Use the driver's skill "King of the Road" instead.

Filling CO2 tanks adds 50% durability to tanks, reducing the risk of fire by the same amount. Becomes available from Tier VI. The equipment shares the “honorable” place due to uselessness with lugs and the Cyclone filter. It is useful for those whose tank burns in every battle, like a witch at the stake of the Inquisition. The rest is recommended to use the "Cleanliness and Order" skill.

coated optics- the most useful item that adds 10% to the viewing radius and works in motion, unlike a stereo tube. It is possible to put optics on any tank. "Blind" machines need it for obvious reasons. "Vigilant" will elevate the ability to detect the enemy to the absolute. Typically, optics are installed on medium and light tanks, whose task is to search for the enemy. It costs 500,000 credits.

Vertical stabilizer installed on light, medium and heavy tanks of Tier VIII-X, as well as in some vehicles of a lower rank. The module reduces the spread of the gun when moving and turning the turret, i.e. increases accuracy on the move. It costs from 500,000 to 600,000 credits. Its purchase is strictly recommended for fans of Soviet and American ST or TT.

Reinforced pickup drives- a necessary thing for any tanker. Regrettably, most of the guns converge slowly, and the drives reduce this disadvantage by 10%. For some machines, this equipment turns from a panacea into a dope, increasing the already fast mixing to obscene speeds. It's not worth half a kingdom, but half a million for sure.

Cyclone filter increases engine durability by 50% with a limit on Soviet tanks and is infinitely far from the "Best Selling" status. So he's not worth his 500,000 credits.

Summing up and giving advice

Not all equipment is equally useful and effective. The most important thing for a player is to choose the perfect kit for a particular car, revealing its full potential. Let's take, for example, an "American" Tier X without obvious disadvantages - T110E5. Good stabilization of the gun is complemented by a vertical stabilizer. Fast reload accelerated by a gun rammer. Crew skills increase after installing improved ventilation. As a result, the T110E5 becomes even more accurate, faster and more dangerous for the enemy. The Soviet Tier VIII heavyweight IS-3, on the other hand, has disadvantages. However, the slow convergence of the gun is leveled by the aiming drives, poor shooting on the move by the stabilizer, and slow reloading by the large-caliber rammer.

Last tip: don't spend a huge amount of credits on buying modules, but try to wait for holiday promotions from Wargaming. Discounts on equipment will allow you to replenish your own warehouse, significantly saving on purchases.