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Found 10 results

  1. What is it and is it worth the gold?
  2. I love my Firefly, it's a punchy tier 6 MT with the great 17-pdr gun which makes up for the lack of armor (understandable since its a Sherman platform), but while it isn't the fastest it is still mobile. i thought i'd bite the bullet and move up to the Challenger, the tier 7 TD. and it's just as bad as i've heard. before the introduction of the new British TD line, the T25/2 was the only tank destroyer at tier 7 with a turret. and i've heard complaints that people have with the T25/2 in regards to the mobility and firepower. i didn't have much of a problem with the T25/2, it was fairly mobile, the 90mm gun while compared to the 105mm the T25 AT could mount didn't have as much alpha damage compared to any of the other tier 7 TDs, it did the job. all i can say is that the Challenger makes the T25/2 look good. and i will be comparing these two TDs as they are the most similar let's start with the platform: it's fast (52 kph), being based off a Cromwell chassis, but turns poorly. this makes it not ideal at close range and is almost as helpless as a turretless tank destroyer when it gets circled. but this is a similar case with the T25/2 (which is faster at 56 kph). but the turret traverse on the Challenger is reminiscent of a battleship, making the Challenger more vulnerable at close range than the T25/2 (16 d/s vs 18 d/s) another issue with the Challenger is the complete lack of armor anywhere, not helped by the tall height and large size of the turret. the number of times a moving IS w/ the 122mm gun could snapshot the turret of a hulldown Challenger is enough to demonstrate. the T25/2 had at least a gun mantlet and wasn't as tall a target and could actually hulldown effectively as was the flavor of the US tank line. now to the firepower. with the 17-pdr AT gun it has some of the worst DPS of any of the tier 7 TDs (150), with only the E-25 being lower (135) but that's not an issue because its the E-25. the T25/2 with the 90mm gun does 240 average with its 90mm AP. the penetration with the 17-pdr AT AP shell at 171mm is better than the 90mm....by 1mm. with the APCR that bumps up to 239mm for the 17-pdr, but the 90mm gets a better 258mm pen. both TDs do struggle with tier 8-9 HTs and heavily armored TDs, but the Challenger will have a tougher time doing any appreciable damage, let alone do enough damage. the advertised DPM of the Challenger is 2194 compared to the 1869 of the T25/2, but that's if you can even get the Challenger to plink away undisturbed at a leisurely rate, not getting shot at in return. which is something that rarely happens in the Challenger since it has atrociously poor camo rating and struggles to find anywhere it can hide in aside from the thickest foliage cover, which is sometimes not enough to hide this thing (it's like that tall kid in class who sticks out in a group) i am starting to come to grips with the Challenger and its many limitations and what few advantages it had. doesn't mean i enjoy it http://wotreplays.com/site/2107304#stalingrad-thomchen114-challenger the above was one of my better performance in the Challenger (thus the Ace) i can only hope the Charioteer is worth the grind after the Challenger
  3. What is it about this tank that makes it so controversial? Is it the gun? Is it the armor? Is it the mobility? Is there a reasonable way to balance this tank without turning it into an E5? IMO the mobility needs to be toned down. Let it keep its speed so that it can get into the fight faster and be that assault gun that it is clearly designed to be, but it shouldn't be able to turn as well or even better than a medium tank at close range.
  4. My thoughts on when WG Asia decided to have the E-25 for sale after Christmas for over 4 days.
  5. After countless games, and I have been doing fine in the Charioteer up to then, i've yet to have Aced this tank. Until this match. This was a match back in patch 9.15, before Swedish tanks spammed the server and additional UI features like damage logs were added in 9.16.
  6. TDs are my least favorite non-arty class, I hate to play them and I hate to play against them. Now that I need to play them again for personal missions, I'm finding that strictly limiting my options to turreted TDs is unwise. So I'm going to try and start playing turretless TDs again, something which I abhor due to the inflexibility and clumsiness that comes with not having a turret. Any advice? If a specific vehicle would help in giving advice, basically the only relevant TD I have right now is the ISU-152. I'm sure that doing 4k damage for the TD-15 for the T28 is not that difficult in an ISU (that's like 6 shots?), but still. HALP PLEASE
  7. 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.
  8. So I'm thinking about starting the new German tank destroyer line, and I'd like to have some tips on how the line plays in general, as well as anything that I should know about each specific tank in the line (starting with the Marder 38T and upwards), such as if there are any vehicles that I should keep/skip.
  9. I have around 530 battles in it, and I find it ridiculously Overpowered. Even with all tier 10's, it still manages to pump out 3k to 4k dmg a game. On a bad game, I usually get 1500 damage...
  10. Hello every1, I just purchased FV215b 183 and found it extremely fun in pubs where you can always one shot someone, but most of the time when I shoot HESH it won't penetrate because of the long aiming time that I can hardly aim at enemies' weakspots for those of you who play 183 alot and good at it, please give me some advice about how to play this TD, like where to go in those maps, should I snipe like 268 or follow the heavies and provide support from behind? And what's the best ammo combination? and here's the screenshot of my setup for 183: I got pretty lucky that MM seems to like me:
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