Search the Community

Showing results for tags 'gun'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Posting Place
    • News and Announcements
    • Newbie Palace and New Users Introductions
    • Shenanigans
    • Patron Plaza
    • Ask Me Anything
  • Purple Player Interaction Centre
    • Casual Purple
    • Ask a Purple Poaster
    • Purple Poaster Replay Place
  • Serious-Face Enabled Discussions
    • Core Skills & Mechanics Discussion
    • Metagame Discussion
    • People, Platoons and Pwning
    • Vehicles
    • Upcoming Changes Discussion
    • Mathematics Corner
  • Improvement and Study
    • Mentor Meet-up
    • Tape Study
    • Articles
    • Tanks Media
  • Clam Rivalry and Posturing
    • Clam Wars Recruitment
    • [NA] The Drama Llama says: WTF Subversions?
    • [EU] Professional Pro Gamering: stronk tenks and stronk taktiks
    • [SEA] Low Server Population Clam Wars Edition
  • Related Games
    • World of Warships
    • World of Warplanes
    • World of Tanks Console
    • World of Tanks Blitz
    • Armored Warfare
    • War Thunder
  • The Archive
    • Garbage Can

Blogs

  • Never's Blog
  • Melol's Blog
  • Melol's Blog
  • bjshnog's Game Dev Blog
  • TayTay's Diary
  • DROPLET'S SHITPOAST LAND OF OBJ.140 AND PADDING/CANCER
  • Noobs corner
  • Evelyn's Biting Corner
  • Dire's Blog
  • Constie's Awesome Adventures
  • Deft Penk Hidey Hole
  • blerg
  • Mundane Things
  • Majestic's Blog
  • WoTLabs Blog
  • German fanboy sperg blog thingy
  • A cheesy blog
  • Kuroi's Clubhouse
  • B-log
  • Ollie Tabooger's House Of Buttpiracy
  • vonblogger
  • _Clickers Blog of Rando Things
  • Blog name *
  • The_Illusi0nist's Blog
  • Shitposting With Skittles
  • rojo180's Blog
  • Tomhwk's Titillating Teal Time
  • how do i use a Kv2 effectively when teamates refuse to help me in WOT?
  • my blob
  • my blog
  • Shoe's Blog
  • No Bullshit Reviews
  • The Journey
  • Sigh...
  • Reports of a beginner
  • CSI: Chinese Server Insanity
  • Hallo1994: Simply, Me
  • Wanderjar's Notebook blog
  • My journey to being a better player

Categories

  • World of Tanks
    • Tank Reviews
    • Strategies
    • Videos
    • Mods
  • Game Theory

Found 7 results

  1. So after the nerfing of lights I find myself playing some lights much less, but want to continue my grind of them, but anyway I saw the 131 gun question has been posted pre nerf and now Im wondering which gun is better for the 131 since all it has now is 85 mm. Would you go with the 62-85t or the 64-85t? The seem nearly identical but one does 180 alpha with a better reload time and the does 200, with 145 pen and 159 respectively.
  2. Hi there, so I have got the Leo and everything is upgraded with just the grind to the Emil to go and I am torn between which of the 2 guns to use: The 7.5 cm or the 10 cm?, I have tried them both and just cant make up my mind so a little help here with the pros and cons of each and what you run on yours? Thanks
  3. This is a guide to the tier Iv Russian T-28 medium tank. I am writing a new guide because the old one is over 2 years old, and lacks certain important points, like soft stats, crew and equipment setup, and crew skills recommendations. For many players new to Wot, T-28 is one of tanks that just stand in the way to KV-1. Without proper knowledge of maps, decent crew and the understanding of the vision mechanics, this tank is just an exp piñata for everyone around. The huge size and lack of any kind of armor will get you killed in a matter of seconds whenever spotted (and spotty base camo will get you spotted unless deployed properly). It suffers the same problem as the waffles and French higher tier heavies, but without the corresponding fear factor. While some smaller tanks, like M8A1 stand a much better chance of dodging the shots from the red players that populate low tiers... this tank does not. Expect that 400 WN8 Hetzer with 1 k battles to hit you without even fully aimed. Derps and arty will one-shot you from full health practically every time, and even splashes could hurt a lot. The result is the widespread hatred directed to this tank, severe underestimation at best. Players usually have less than fond memories left after playing this tank, but I hope that writing this guide will help the new players to grind more quickly, and maybe spark some interest in the older, more experienced ones. So, does this tank have any merits? We shall see. CREW AND EQUIPMENT For a huge medium tank that relies on not being spotted to survive, vision control must be maintained at all times. Thus my recommendation is: Binocular telescope Gun laying drive Optics Why both binocular telescope and optics? Well, while the vision meta is dead and gone in higher tiers, in lower tiers it is still strong. The fact that the same maps are used by modern main battle tanks with 400 m base view range (and with proper crew setup and equipment 470 and upward) and prewar tanks like KV-1 with 310 m base view range and usually 75% crew without equipment (remember, the price of tipical tier 5 tank is 350-400 000, while a single piece of non-discounted equipment like Enhanced Gun Laying Drive costs 500 000) means that there is a good possibility for total vision domination. And by vision domination I do not mean the one seen at higher tiers – I spot you first, take a shot that removes your 320- 400 hitpoints (which is 15-20% health pool at best), and then you have 5-8 seconds to duck in the cover. Even the fat tank like E 100 will spot the nimble stealthy tier X medium shooting at him from 400 m (and that is the kind of distance almost impossible to find today, except in a few maps like Campinovka) and just shrug of the loss of 12% HP, while potentially retaliating with double of even triple alpha. TOTAL vision domination could be achieved by spotting the slow and blind heavies at 400 m, and having the 30 second window of opportunity to kill tanks that could obliterate your team if they deploy to the brawling corner successfully (you need only 15-20 seconds to kill toptier heavies with small hit points pools at lower tiers and good effective dpm). And that could be done with almost 100 m of safe distance between the time you spot them, and the first possible place you could be spotted by them. Higher tiers could only dream of that, and in middle tiers some heavies have even higher view range than mediums (sometimes I could vision kite the approaching mediums like T-43 or Cromwell with my fully pimped Tiger – BIA+optics+situational awareness+recon, and the first shot is always mine. T29 also surprises many a medium driver with good view range – these are the heavy tanks where optics is a must) Your highest tier enemy with good view range you will ever see are the VK 36.01 H, with 360 m, and M4 Sherman with 370 m (tier VI mediums do not have any more than these, and tds are almost blind). Others have around 340-350 view range at maximum, and KVs and t-150 are blind as bats at 310 m and 330 m respectively. So, by looking at my setup, I have 392 m of view range at move, and 445 with binoculars. Why 392 is not enough? Well, it is under most conditions, but with 445 games could be decided at Lakeville if you spot the heavy train going to city, on Prokhorovka and many other maps it gives you a nice edge over light tanks that are pretty common at low tiers (like Luchs, Stuart or Covenater), meaning you can kill them off unspotted, not merely get the first shot off. Second question many will ask is why not a Rammer? Well, rammer is a must at pretty much every tank that can mount it, but T-28 is one of 3 tanks in Wot where it is the 4th best choice, but only 3 slots (Spahpanzer SP I C and T-34 being the others). Gun laying drive is a must because the ROF is higher than the gun control available. Even without a rammer the reticle shrinks slower than reload while standing. Matilda could play without fully aimed shots since you could brawl with her, but in paper mediums distance is the key. You will get more damage aiming fully (especially after the dispersion nerf a few patches ago), than shooting the fastest you can and missing half of your shots. Questions about why camo nets, vents and such stuff is useless are covered on detail at this forum, so I will not repeat it here. Scene that I recommend to watch to every T-28, T-34 and Cromwell drivers out there… https://www.youtube.com/watch?v=KmhGYB4NdYc I own the above mentioned tanks, and have killed easily so many players in those 3 tanks that went full speed at me shooting. They would fire 5 shots, missing at least half, or sometimes even all of them, while I hit them every time. Shooting on the move in T-34, Cromwell and other tanks with crap dispersion on the move is being done only in circling heavies to death, or in drive by shooting at distracted target. The speed is the asset best used for early deployment, flanking, relocating and capping/uncapping. Leave the shooting on the move over any kind of distance to tier X mediums. If you shoot the other medium, move only if you are at point blank range – it is better to take some shots, than to miss with all of yours. If you ever get caught in a brawl, 10% DPM just will not save your ass…weak ammo rack is a part of problem, but about that later. Crew skills should mitigate not so as good camouflage values as desired, and make it more serviceable: Commander: BiA – 6th Sense – CamoGunner: BiA – Camo – Snap Shot Driver: BiA – Camo – Smooth RideRadio operator No. 1: BiA – Camo – Situational AwarenessRadio operator No. 1: BiA – Camo – Signal BoostingLoader: BiA – Safe Stowage – Camo 6th Sense is a must, Signal boosting is nice, because as a sniper good radio is important, and the base radio range is just just 360. With BIA and 65% Signal boosting in my setup it is up to 433 m. Situational Awareness is part of vision domination setup. Safe Stowage if there because although you do not have many hit points, ammo rack is very weak at just 110 hitpoints. For example, running at the KV-1 to circle jerk him will often need to take one shot, and the 85 mm F-30 deals 115 dmg to modules… go figure. BIA is there for a nice all around improvement, mostly to vision and radio range. If you do not have so good crew to drop in tier 4 tank, 6th Sense with some camo will suffice. In fact, I have trained many a crew member in T-28 for higher tiers…And if you have money to burn you could always yank the radio operators out once they are at 2.5 skills, use 500 gold and convert into commanders or loaders them for a shiny new T-54 or even tier X. CONSUMABLE LOADOUT: I use Small Repair Kit, Small First Aid Kit, and AFE. Afe is not necessary, but you sometimes get lit when hit by several pew pew shells or autocannons, and there is not enough hit points to use the manual one. At best you will have 100 hitpoints left even with the AFE, but several times I managed to pull a win even on low health by digging in the bushes. The engine is gasoline, so it burns well, but it is in the back. Crew deaths are not often, except the useless radio operators, but in the case your commander is shot you do need the med kit. FIREPOWER The T-28 has only one viably gun choice, the venerable Zis-4. When fully aimed it has the laser accuracy, same as in-game Tiger! Alpha of 85 does not seems much, but it is almost a quarter of the same-tier medium hit points pool, meaning you can shred same-tier opponents in under 10 seconds, while the legendary Russian dpm monsters of tier X need 30-40 seconds of continuous firing to kill same tier medium, providing every shot is a penetration, which is hard at higher tiers, but almost guaranteed at the lower ones. Damage / min is 1888.7 HP/min which is not so impressive on paper, but while some turds like M3 Lee may have 2200 HP/min (AP 92 mm 619 m/s, APCR 127 mm 820 m/s 110 alpha), so your damage is dealt reliably with a high accuracy and high penetration gun, and not some unreliable derp that works only on tier 4 tanks if it hit them at all due to shells flying like you throw stones and 0.41 acc. The AP has 112 mm of penn and the APCR has monstrous 189 mm penn, which burns O-I, the bane of tier 6 armor like hot knife goes thru butter, and completely destroys diamond angled T-150, another armored beast of tier 6. Tanks like VK 36.01 are soft enough with AP frontally if untangled, but you do need APCR for angled ones at range. Shell speed is great for sniping, with AP 990m/s and APCR 1238 m/s. Do not use HE shells in 57 mm guns. Never! HE alpha is 95, a meagre 10 more than AP, and the risk for 0 damage critical hit is high with only 29 mm of HE penn. I carry 50 AP It is quite a lot of shells, and they are diet cheap meaning you can expend around 20 if you need to destroy almost all the houses at Prokhorovka city or similar locations, while still be able to kill half of their team reliably without toughing gold ammo. I also carry 28 APCR. In tier IV games I do not use it at all, and even in tier VI it could be used at minimum. But is the enemy team has a lot of hard targets, or you are facing multiple opponents and need a quick kill, good amount could come handy. Dispersion values after shot are horrible, 4, Turret rotation dispersion is 0.16 and track 0.23. Those values are the primary reason for omitting the rammer, and stresses the absolute need for Gun laying drive. PROTECTION Armor values are 30/20/20 for hull and 25/25/25 for turret. It is soft (and large) enough to make a perfect target for 105 mm derps, but also guaranteeing full HE penetration for 85 mm guns. Armor could be used if you stumble upon Pz.Kpfw. I Ausf. C, which will not penetrate you with AP if you angle a bit. If he has gold clip loaded, you are screwed. Depression is -6 and +25. Not as good as a comfy -8 of its spiritual successor, the T-34, limiting the use at some spots. Staying hidden is your best protection. Stock values: Camo level stationary 11.63 Camo level on the move 8.72 Camo level after shot 3.02 With my setup (full camo crew, camo paint, BIA): Camo level stationary 24.61 Camo level on the move 19.20 Camo level after shot 6.39 Camouflage values are not so good, you need a good crew to make the most of it, if not, use bushes all the time. M8A1 for example has: camo level stationary 21.49 camo level on the move12.89 camo level after shot 5.59 and fully pimped out: camo level stationary 43.79 camo level on the move 27.87 camo level after shot 11.39 Pz.Kpfw. III is also better, but those tanks are blind, so vision kiting is best done by staying out of their max view range. I won 60 out of 80 games I played in since 9.9 patch. My overall win rate with this tank is 61.5 % after 333 games, but that includes first hundred with 100 DMG games while I was a complete noob with 500 games total. After repurchase I am pumping constant 70-80 % WR and purple stats (expected values are really low) with mastery badges every 2nd game or so. xTE is 92, WN 8 around 4000. MOBILITY The powerplant of this tank is the 46.9 l Mikulin M-17 V12 detuned aircraft engine developing 500 hp (373 kW). Weighting 17 tonnes if deliveres almost 30 HP/ton, meaning that in-game it is being second to only AMX CDC (35.29 hp/t, but it has 20% worse ground resistance). Bat Chat has the same HP/ton, but with about 30% better ground resistance. Hard terrain resistance 1.20 Medium terrain resistance 1.50 Soft terrain resistance 2.30 The T-28 is the most mobile tank in tier in traverse (40) and acceleration. The terrain resistance values aren’t spectacular, but overall the tank performs great over a variety of surfaces and will always be able to act where its’ needed. This overall mobility is not spectacular however. The outdated plunger‑spring type suspension with twin bogies limit the top speed to 45 km/h. With the same engine power the T-34, despite weighting more than 10 tonnes more, thanks to the Christie suspension it goes up to 56 km/h. T-34 is noticeably more sluggish, but will get up to top speed at hard ground. In the T-28 you will outrun lights uphill even on the grass, and keep the top speed under almost all conditions except swampy ground, where it drops to about 25. Consider your advantages and disadvantages carefully, like do not go hill on Mines since you will be late there, but on Prokhorovka you will be first and such stuff. GAMEPLAY Early game Get out in front of everyone to do some scouting. The adequate camo and mobility should hide your tank until it gets to a pretty nice forward position to shoot at the enemy that hasn’t yet reached theirs. Spotting the half or sometimes even entire enemy team happens often with 445 m view range when binos kick in. At Ruinberg at E 7 bush you could spot all the tanks moving to city, and mid game from same spot you can spot and shoot the tanks that advance in city along the main road. Please refer to the Micropositioning tread; http://forum.wotlabs.net/index.php?/topic/18266-micropositioning-show-your-awesome-spots-now-compiled/#comment-449766 and other Map Guides available on this forum. Spotting an enemy heavy and putting 3-4 shots in him 30 seconds after start of the game starts panic and disorganisation in the enemy team, and if you light him up the game is won in the first minute. Middle game Decide what path the game will take, and what role you’ll need to play. Sometimes it’s scout work, especially if the game contains a lot of artillery and/or tank destroyers. Sometimes maps like Murovanka / Malinovka dictate that you perform more of a scouting or TD role, as most scouts tend to die pretty early, and TDs are noobs. The 392 view range will not have problems spotting even some of the higher camo tank destroyers in the tier, since they are almost blind, especially if you stop a few times to turn on the binoculars. Flanking is the not always the preferred angle of approach since you have TD-levels of penetration, DPM and accuracy. I do it mainly in higher tiers, and when I am too cheap to spend more gold on KVs. If you’re unsure about a flank or if there’s anyone in front of you, do not expose for more than a second, and see if the 6th sense triggers. Use that mobility to travel to several avenues on the map: at some point there’ll be an opportunity. Pushing against higher tier tanks is suicide, best let them come to you, and pew-pew them from range. End game Usually, there are some crippled heavies left, alone with the base campers, td-s and arty. All easy pickings. However, be careful when going to kill the arty. If they can guess your angle of approach, try to always spot them first even if you need to stop and turn the binos on. Even splash could kill you, especially if ae not at full health any more. I lost a few games because of that. OVERALL The T-28 is not the best platform, but it has the Zis-4 57 mm gun at tier IV that if still very effective at tier 5 tanks, and could prove very efficient even at tier 6 mediums and lights if you shoot 50% gold. At tier IV it is absolute murder machine. The ability to kill top-tier heavies contribute a lot to the winrate of this tank. If you have the opportunity to choose targets, do not shoot weaklings, go for hardest target, or the one with highest firepower. Killing a KV 220 should be done ASAP, and not after it kills half of your team. Only the huge size and unfortunate matchmaking of tier IV (you see only a bit of tier III tanks, but you go up to tier VI - higher tiers all have +2/-2 mm except limited MM premiums) keep it from being OP. It also pads very well since you shoot a lot higher tiers (and can reliably damage them). I will upload some replays if anyone is interested in them. Tier IV carries hard Tier VI battle and siemka team : (can not upload pictures yet, server is limiting my upload) References: I used T-54 – Soviet Superiority By RBS as a format for review, along with some lines that I felt could be applied to T-28 as well. TheMarine0341, Precambrian, Garbad and Oneechan provided a lot of inspiration in their numerous articles. P.S. I am having a slight formatting issues, and can not upload any more pictures (size are sensible, 200 KB per picture). This is my first guide, and I hope Mods will have patience and help me with that. If it gets attention, maybe it could be promoted to article...I also have T-34 guide in the pipeline (russian tier V medium), since it is also not covered extensively.
  4. Hello! I am posting this for TheTierOneDude, commander of M777, as he said he cannot log in to the forums because he forgot his password but isn't getting a password reset email not matter how hard he clicks the forgot password link *chuckles* M777 is a new clan, building up and (as you commander and recruiters know) it is EXTREMELY difficult attracting the player base with just a few guys. We are looking for minimum green players who are interested in SH, platooning, and the NEW global map. If you are interested please hop on our teamspeak channel (below) and talk to me, zhukovs_ghost, or TheTierOneDude! We are very friendly and don't bite. Best of luck to those finding a clan, please consider M777 as your new home! ts125.teamspeak3.com:4204 http://wotlabs.net/sig_dark/na/thetieronedude/signature.png
  5. So the "top gun" on the 430 V2 which is the D-54 seems worse than the gun you start out with stock. By using it you trade an extra 18 average pen. on normal rounds for slower RoF, worse dispersion and worse aim time. It just doesnt seem worth using the D-54 over the M-63. Is this one of those tanks where the "top gun" isnt right one you should be using?
  6. Been asked for this a few times so I revived the CoH British voice mod. >>>>>>Download Me<<<<<< Click thumb for suggested volume settings Edit:- I have now added a Sixth Sense mod featuring a British voice & also a voice that informs you of when you are being capped. I have split the mods in to 3 parts so you can pick & choose what you want to use & set up to be used with Generic mod enabler (see below) >>>>>Generic Mod Enabler download<<<<<
  7. AS the titles says, for all you Centurion 7/1 owners, which Gun do you prefer to use on it? the 20 pounder B barrel, or the 105mm L7A1. I prefer the L7A1, simply because of that Godly Penetration, and alpha. even despite the low RoF, I find it just fits me better than the 20 pounder does. Discussion welcome.