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CraBeatOff

Equipment 2.0 & Platoon compositions & Tactics

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31 minutes ago, CraBeatOff said:

If forced to solo a Skorp I'd probably take the aiming hit and run rammer/vision/turbo.

Ah, maximize the speed at which to miss.

I think I just loathe the Skorp gun tbh.

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27 minutes ago, Private_Miros said:

Ah, maximize the speed at which to miss.

I think I just loathe the Skorp gun tbh.

Maximum opportunity creation...to miss!

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It is a really great article. Indeed I miss playing with some good old friends but once again I do not miss the game itself now that years have passed. I hope this forum will continue to operate though, being my personal nostalgia corner.

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I've just returned to the game and haven't played heavy tanks in idk 7 or 8 years, what equipment is considered meta on fast bois like T-10 and 277, garbage dumps like the 110 & and the bigger brothers 1-4 and 5a, and possibly the french autoloading heavies?

I have no friends so I'll be playing solo mostly, I'm looking at turbo, IRM, vert, rammer, optics and hardening. It seems like Turbo, hardening and IRM would be good choices depending on the tank, but at the same time vert and rammer have been staples forever, and then we have optics which I'm not all to keen on going without as a solo player.

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2 hours ago, LamaLeif said:

I've just returned to the game and haven't played heavy tanks in idk 7 or 8 years, what equipment is considered meta on fast bois like T-10 and 277, garbage dumps like the 110 & and the bigger brothers 1-4 and 5a, and possibly the french autoloading heavies?

I have no friends so I'll be playing solo mostly, I'm looking at turbo, IRM, vert, rammer, optics and hardening. It seems like Turbo, hardening and IRM would be good choices depending on the tank, but at the same time vert and rammer have been staples forever, and then we have optics which I'm not all to keen on going without as a solo player.

I'm not a purple player, but I am a pure solo player - so for what it's worth, in my opinion you'll likely stick with the old combination of Optics/Vstab/Rammer/Vents in many cases unless you want to try some funky stuff. Most tanks do not have good enough gun handling to drop the Vstab, but dropping the Rammer is viable on tanks where pure firepower isn't the be all and end all, or Optics if you have strong crews and also run food. Vents is more viable than before because it gets the bonus in any type of slot, so it's a good option if you're not using equipment from the 'specialised' equipment category on the tank (e.g. not using any surviability equipment on a heavy tank - Vents is a pretty good alternative to Optics here because with the bonus you're generally not loosing out too much in view-range for the added benefits elsewhere from higher crew skills).

Tanks like the T-10 and 277 probably need to stick with Vstab, Vents and Rammer with good crews and food to be optimal but they can probably be quite fun with a Turbo because you will be fast enough to contest spots normally only soft meds and/or lights can get to that quickly.

Hardening is only really useful on tanks with high HP for the class/tier or on tanks that can't afford to be tracked much and thus benefit from the full health track module on repair, so I pretty much only have used it on heavy casemate TDs and the Maus. I wouldn't use it on something like a French autoloader heavy for example. IRM is a good alternative to a Vstab on things that can't mount it, or to double stack with it if the gun handling is very poor. Again it's particularly strong on heavy casemate TDs or slow heavies because it boosts rotation speed as well. Turbo generally lets you do fun stuff depending on the type of tank you throw it on, especially if you like fast tanks.

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4 hours ago, Balthazars said:

Hardening

Could be great equipment. If it lets you survive long enough to make an extra shot... and if you make two extra shots because of it: it's the best thing in the world.

Now we just need to prove it. :)

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On 1/7/2021 at 1:13 PM, Balthazars said:

Hardening is only really useful on tanks with high HP for the class/tier or on tanks that can't afford to be tracked much and thus benefit from the full health track module on repair, so I pretty much only have used it on heavy casemate TDs and the Maus. I wouldn't use it on something like a French autoloader heavy for example. IRM is a good alternative to a Vstab on things that can't mount it, or to double stack with it if the gun handling is very poor. Again it's particularly strong on heavy casemate TDs or slow heavies because it boosts rotation speed as well. Turbo generally lets you do fun stuff depending on the type of tank you throw it on, especially if you like fast tanks.

Right. I dont have a clue about the use of most this new equipment. So in an IS-3 it is viable to use rammer and the usual mix of vents, IRM and stab then. I was considering hardening on my IS-3(redundant question in an IS-3 thread) but your argument seem sensible. I am running an almost FTP account this time and the grind is :kreygasm: due to stock everyth etc. Hardening was tempting to try out

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9 hours ago, ProxyCentauri said:

Right. I dont have a clue about the use of most this new equipment. So in an IS-3 it is viable to use rammer and the usual mix of vents, IRM and stab then. I was considering hardening on my IS-3(redundant question in an IS-3 thread) but your argument seem sensible. I am running an almost FTP account this time and the grind is :kreygasm: due to stock everyth etc. Hardening was tempting to try out

I'm no expert, or unicorn, but the rationale for Hardening seems at least pretty straightforward. It's a percentage boost based on base HP, so obviously the higher the base HP the greater the benefit out of it, especially if it is a heavy tank with a survivability equipment slot that will let you get the maximum 10% (otherwise it's only 8%).

You can then do calculations to see how much additional HP that is actually getting you, and then the golden question which is whether that additional HP, on average, would allow your tank to survive an extra shot. If it does, then Hardening is potentially quite worthwhile. If it's not, then I think you seriously have to question the utility of the equipment compared to say something like Vents, which given it also gets the bonus from a survivability lot, gives a 6% boost across the board to all characteristics (which is actually pretty powerful), especially if you already have a decent crew.

So the IS3 has 1,500 base HP which isn't very good. 10% additional HP is only another 150, which seems unlikely to improve the ability of the tank to survive that significantly given most tanks that it faces have alpha well over that mark (mediums even at tier 7 these days are pushing 200+ alpha, and there are only 3 heavies at tier 7 with alpha below 280 now too). On that basis, I think the IS3 does not really benefit much from hardening and would get much more utility out of something else (like Vents).

Hardening is I think really situational because the HP boost is, all things considered, quite small, and the other benefits it gives aren't that strong, so I don't think it's an equipment piece you're going to use on a large number of tanks.

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4 hours ago, Balthazars said:

I'm no expert, or unicorn, but the rationale for Hardening seems at least pretty straightforward. It's a percentage boost based on base HP, so obviously the higher the base HP the greater the benefit out of it, especially if it is a heavy tank with a survivability equipment slot that will let you get the maximum 10% (otherwise it's only 8%).

You can then do calculations to see how much additional HP that is actually getting you, and then the golden question which is whether that additional HP, on average, would allow your tank to survive an extra shot. If it does, then Hardening is potentially quite worthwhile. If it's not, then I think you seriously have to question the utility of the equipment compared to say something like Vents, which given it also gets the bonus from a survivability lot, gives a 6% boost across the board to all characteristics (which is actually pretty powerful), especially if you already have a decent crew.

So the IS3 has 1,500 base HP which isn't very good. 10% additional HP is only another 150, which seems unlikely to improve the ability of the tank to survive that significantly given most tanks that it faces have alpha well over that mark (mediums even at tier 7 these days are pushing 200+ alpha, and there are only 3 heavies at tier 7 with alpha below 280 now too). On that basis, I think the IS3 does not really benefit much from hardening and would get much more utility out of something else (like Vents).

Hardening is I think really situational because the HP boost is, all things considered, quite small, and the other benefits it gives aren't that strong, so I don't think it's an equipment piece you're going to use on a large number of tanks.

the golden question of whether additional HP will let you survive an extra shot is not that relevant now due to the stupid amount of chip damage you take from HE/arty, so I'd say, the ability to survive 4 shots of 390/400 alpha shots neither makes or breaks hardening on the IS-3.

the other thing that hardening helps is getting tracked, but the IS-3 isn't prone to that in the first place.

imo gun handling equipment helps the IS-3 more than a little more survivability. It no longer has a snap shot advantage over many of the tanks it faces, so would need work on that front

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