Elcs
Diamond Member
- Apr 27, 2002
- 6,278
- 6
- 81
This is how I felt when I first got the VK3601. I got the first upgraded engine and things got a little better in the movement catagory and I'm sure when I get the second one it'll zip with another 100 extra hp. I think the 8.8cm is the one that only does 65dam but retarded penetration. I've never used it as the damage just seemed way to low. I can't access game stuff where I'm currently at, but does the panther have the gun thats 138ish pen and 110 damage with around 10 or 15 (going off memory) rounds/min? Thats the one I use on the VK and I have no problems hurting an IS-3 across the map (just don't shoot the turret).
When snipping always aim for the tracks or back end of the tank if possible that way you have higher chances of tracking the tank, fire, engine damage, or ammo rack hit. Nothing more enjoyable than watching a heavy burn away life after your first hit.
Can't wait to get the extra mobility in. If I get caught now, I'm sunk... especially with no repair skill in the crew.
The 8.8cm L/71 is a ~200mm penetration, 220 damage, ~8rpm gun. You're thinking of the 7.5cm, 132mm pen, 15rpm, 100ish damage and the 8.8cm L/46? with 132mm penetration, 10rpm and 220 damage.
The penetration is high enough to blast through an IS-3 from most angles including the front and the turret, but the damage and rounds per minute are low, even with a maxed crew and rammer. v.0.6.4.0 definitely brings in a rounds per minute buff so hopefully things will even out a bit more on that front.
As for aiming, my T23 and Pershing are lovely in the fact that I can use someone to distract my target and blast in with a mudguard shot (often tracks with damage) and then zip around the back to their engine compartment. With the Panther, the best I can try and do is to give them that front mudguard shot and spin them around a bit to let them take side hits. Knowing the weakspots of the top tanks is also an advantage.