WAR does help, i dont get why so many ppl here get the idea from that it doesnt help, but....
Every module in wot has hp, and WAR (and safe stowage) increase this. Every hit deals x amount of dmg, tied to caliber BUT this dmg may vary by 25%
Combine this, and WAR will often be the difference between breaking ammorack (or not) Leopard ammorack has 260 hp with WAR and SS this would be 422,5 hp, compared to the following dmg (it scale linear with caliber, 2x bigger caliber is 2x more dmg) 75 mm 100 76 mm 105 88 mm 119 90 mm 122 100 mm 135 105 mm 150 122 mm 165 128 mm 180 152 mm 203
With 260 hp the 149-152-155 mm can 1 shot you (say hi +/-25%) with WAR they cant, also anything above 76mm can break your ammorack (max roll is 131 dmg so more as 130...) While 128mm and above will ALWAYS break your ammo (even with minimal dmg roll).
With WAR, even Bl-10 and the like have a big chance of NOT breaking the ammorack (203 vs 211) while 122mm and lower cant break your ammorack at all (max dmg roll is 206 it needs 211).
So this makes quite a difference especially since the saving trow and suchs are for ammorack 50% (??) in practice with WAR the chance of a breaking ammorack is fairly low... The ammorack needs 2 hits from a 120mm gun (trow in 2x saving trow) so 4 hit by a 120mm gun, thats 1600 hp left from you tank, by that time there more urgent problems as a breaking ammorack...
This is assuming that: - Module dmg rolls are subject to +/- 25% rule (like penetration and normal dmg are) - Modules turn yellow below 50% hp (except tracks or fuel tanks, 1 module was the exception, forgot which)
WAR only makes sense though on high tier tanks and tank with relative high hp ammoracks. Low caliber guns deal disproportional much module dmg (2x 75mm = 150mm) a Leopard can take 3 150mm hits before dieing a Panther can take 6 hits from 88mm (and those 6 88 will deal MUCH more module dmg as those 3 hits from a 150mm
TL:DR: on high tier, weakarmored tanks with ammorack problem WAR is worth it
Same also, sort of, applies to CO2 (but only for tank with frontal mounted fuel tanks)
ps: and for those who know think im wrong, pls show me where im wrong, the mechanics work in the way i described, only statement from main developer has value (Serb, Storm, Overlord, Veider, thats about it, no PR bs or wiki crap, they know nothing about mechanics...)
I just met Stefan_XD on twitch again. No replay service for us at wotlabs, but you can find replays of him on wotreplays now. I am on mobile so I cant parse links, someone do it please? You can thank me with ingame gold.
I wont try to bore you with the history of this vehicle, as it never left the drawing board. Its development was a short one, based on the soviet IS7 in the mid/late 40s of the last century, only to be resurrected by Wargaming about 65 years later to safe the likes of Garbad from low blood pressure (hypotension).
As in my let us take a look at the main properties of this SPG.
class leading accuracy of 0.66
good aim time of 6.5 sec
highest shell velocity of all high tier artis
high rate of fire, 28.3 sec reload for a maxed out crew with combat rations
2nd best AP penetration in the game with 360mm, only the T92 is 10mm better
"good" mobility only surpassed by the french t10 arti Bat.-Châtillon 155 58
usefull in CW if you are good @261
"good" mobility post 0.8.6 is only medicore.
relativ low damage per shot
small splash radius and damage, though Waffles feel the pain
flat shell trajectory, worst of all higher tier artis. "No" shooting behind cover.
very long vehicle, which makes is hard to manouver in close combat or tight spots on the map
doesnt have the IS7s HE resistance
no radio operator to use for "situational awareness" and as a meat shield in close combat
and the perverse gun traverse
5° to both sides or 10° overall is the worst in t10
Crewskills & Equipment
Equipment is pretty simple, rammer and gun laying drive. Where I often run into arguments is the third slot. Camo net or Optics. As you might have guessed already, I'm finding camo not that important for high tier artis. Thats because of their bad base camo values and the fact that bushes and hardcover are the main sources of camo for SPGs anyway. Personally I even prefer repair. Camo will be my 5th skill on that arti.
Here is a 0.9.0 replay showing an other situation, where spotting skills and optics paid off - ffw to ~9:20 the game overall is rather boring. It also demonstrates the limitations of the current spotting system, with it's long durations between checks on great distances (2 sec).
an other example regarding artis + optics:
optics + arti (*replay function/xvm is slightly bugged - blue circle should be at 445m and damage counter is also off)
I prefer repair on big artis as it makes surving in tight situations a little more likely. Yes repair safed my ass in arti, it doesnt happen often though. I skilled my crews in high tier artis for CW, where a competent team usually keeps the scouts away during early and mid game, so camo is even less important.
For CW rations is a must on every arti. If someone is refusing to use them, kick him/her. Whether you are willing to use it in random or company is up to you. Always buy a few when there is a dicount on consumables. Otherwise use the removed speed gov. it will give a little extra boost when you need it.
In randoms I'm usually loading around 5-7 AP rounds, in CW its more like 4-5. The typical CW player just wont give that many opportunities for clean AP shots and the risk of scoring 0 damage is higher with AP.
If you level up your crew from the S-51 or Su-18, dont want to spend gold or credits for retraining, than the first big picture will give a guideline, in which order to train your skills and perks.
BIA - for the whole crew as the first skill
Safe Stowage for one loader adds 16.3 HP to the vanilla 130 HP of your ammo rack for 146.3 HP overall
Intuition for both loaders: This is the only Perk that is cumulativ. It adds ~17% a chance to switch instantly to the right shell type, without losing the loading progress. Overall it will give you a 34% chance with both loaders having that perk. Keep in mind the 360mm AP penetration and good accuracy.
After that is taken care of, you can go for repairs, adrenaline rush or camo.
Increasing your mobility helps you to dodge counter arti, get in position faster and also makes it harder for enemies tanks to get you in close combat fighting.
Clutch Braking: Increases the traverse speed in case of the Obj 261 by 1.3°/s , 1.4°/s combined with BIA and 1.5°/s with BIA + rations
Off-Road Driving: better mobility ...
Smooth Ride: Increases the accuracy when you moving. It 's not really that important for arti, just gives you a small bonus when in close combat firing on the move. As that skill is cumulative with Vstab, I assume that the size of the aiming circle doesnt get that big while moving, which might safe you a fraction of a second aimtime after moving.
After finishing the 4th skill you can go for rep or camo, though leaving smooth ride out entirely is ok in my opinion.
2nd skill for him should be on every arti Snap shot. It reduces the reticle bloom when traversing the barrel, so you safe some aimtime.
3rd perk in this case is Deadeye. Usually that isnt an arti skill, but the ability to fire AP effectively with the 261 makes it a solid choice by increasing the chance to score critical modul or crew damage.
4th and 5th skill: Depending whether you follow my earlier reasoning regarding repair and camo.
2nd skill 6th sense, though I personally dont think that it's that important on arti compared to other tank classes.
Situational Awareness will give you 12.5m or 14.3m additional viewrange on the 261 depending on whether you use rations or not. Otherwise use repair or camo as alternatives.
Had a purple poaster ask me to check on this, but with Allu and Ziddy both sitting here, Ill let them moderate. Im clearly to shitty to have an opinion.
What Im going to do is boosh out all that red text. Xen is apparently intelligent enough to be master of all tanking opinions, but not enough to leave the red text alone. Anyways, keep on with your shit poasting. This could be fun for some.
I've had this map total of maybe 15 times now and I've gone west 3 times, middle 6 and east 5 times.
When I drive heavy tanks I go always east. There are always tanks there to shoot and the terrain is absolutely perfect for any tenk which has tuff turret. Tanks like st1 and is7 are imho perfect there.
The middle is total mystery to me, I have absolutely no idea what to do there. Everytime I go to middle I potato really hard (low damage, sitting uselessly there while stealth TDs are killing my team). If I try to push I get shot from all directions and I can't spot anything for myself.
West seems really dangerous and unpredictable. I think a tank like e75 can do good work there but it is too easy to get stuck there. Northwest corner is totally useless.