sohojacques

HWK 12

12 posts in this topic

This tank is a significant upgrade from the SPIC but comes with significantly worse MM...

Not a dog when stock. In fact already much better than the SPIC in that configuration. Fully upgraded it’s probably as good as it gets for tier 8 tech tree tanks atm LT or MT wise. Crazy fast with 410m base view range. Basically tier 8 90mm MT dpm, alpha, and pen. 10 degrees gun depression as well. Terrible shell velocity of 600-odd m/s is a thing though.

A definite keeper for me. Very different style to the Even 90 so between the two of them my LT itch can be scratched in all kinds of masochistic ways.

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1 hour ago, sohojacques said:

This tank is a significant upgrade from the SPIC but comes with significantly worse MM...

Not a dog when stock. In fact already much better than the SPIC in that configuration. Fully upgraded it’s probably as good as it gets for tier 8 tech tree tanks atm LT or MT wise. Crazy fast with 410m base view range. Basically tier 8 90mm MT dpm, alpha, and pen. 10 degrees gun depression as well. Terrible shell velocity of 600-odd m/s is a thing though.

A definite keeper for me. Very different style to the Even 90 so between the two of them my LT itch can be scratched in all kinds of masochistic ways.

Does it flip easy?

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Grind note: I took the top turret before the top engine. The stock engine struggled with the extra weight. Still gets around okay but something to consider if you prefer good mobility over 10m view range, extra 100hp, and a gun buff. 

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Took this for a drive last night on a whim.  Top Tier on Campinovka and it performed well.  (Spotted 14 for a scout medal and got a Pascucci's.)  The shell speed took getting used to again... and the pen drop off (AP/Heat) seemed to be more severe than I recalled.  The extra 10m base view range lets you exploit vision easily.

 

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If a HWK fires at you, just drive away from the shell. It won't catch you. 

The tiny platform with good gun depression is fun, but the gun can be pretty frustrating. 

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8 hours ago, Tarski said:

If a HWK fires at you, just drive away from the shell. It won't catch you. 

 

I still sometimes think I’ve missed a shot only to see it connect a moment later.

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30 minutes ago, sohojacques said:

I still sometimes think I’ve missed a shot only to see it connect a moment later.

So I'm not the only one! Low projectile speed messes with one's mind. 

Overall the view range and gun depression are neat but the tank feels clumsy and I'm still working on getting used to it. I feel less useful in it when it comes to combat than I do in other light tanks. It has the gun handling stats of the B-C 12 t (0.13/0.13/0.12) rather than those of all the other tech tree light tanks at tier 8 (0.12/0.12/0.08). It also has the lowest turret traverse speed by a few degrees/second, and I feel like I can feel it. It has the best power/weight of its cohort but the worst terrain resistances. I'm sure a PEBKAC, but right now I'm having trouble making this thing work for me. At least I have a nice long grind to the Leo PTA to improve (I already have the RU from before the tech tree shakeup). 

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11 hours ago, Tarski said:

If a HWK fires at you, just drive away from the shell. It won't catch you. 

I have found that most vehicles have sufficient reverse speed to back away from the HWK's shot slowly to get away.

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Yup, the shell speed is in my eyes only thing that keeps this tank from being great.

Also, I saw somebody wondering how it will fare in frontlines when it comes back. I played both HWK and WZ-132 during the first iteration, and generally had much better time and much better games while in WZ. Frontline maps and distance of engagement on them are much bigger than in randoms, which makes low shell speed even more of a drawback. Advantage in viewrange, camo (i think?) and mobility does not make up for that unfortunately - spy plane consumable is much more effective there for long range spotting, so extreme VR is not so useful as in randoms IMO.

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@Tarski The HWK suits me down to a tee. I like that it can slip into support MT mode with it's alpha/pen combo (unlike the 12t) when killing time stuck in a corridor. It's the PTA I'm struggling with. Just can't win in it. 

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