[MMO] World of Tanks

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Ruptga

Lifer
Aug 3, 2006
10,247
207
106
OK, so research everything then sell. That work for all tiers? I assume it means research all vehicles too?

One thing on using an elite basic tank, don't you earn a lot more experience and credits with higher tier tanks?

The other issue is when you have invested in a tank with mounted items - I don't know how much that you get back when you sell it.

ADD thanks - unfortunate that I've been doing artillery under American. Guess I'll switch.

Still having a weird thing some games it seems like artillery isn't even landing.

As far as tiering up, all you need to research is the next tier's tank. You don't have to elite every vehicle. Elite tanks don't earn more xp. There is an option for their earned exp to be given to their crews, that way the crew advances more quickly, but doing that means you can't convert that exp into free exp. The only way to earn more xp is to get a premium account (+50%). The only two ways to earn more credits are to get a premium account (+50%) and/or buy a premium tank (since their maintenance/ammo costs are very low, they make a lot of credits).

Mounted items are easy. The ones with a padlock in their icon can't be dismounted (except by paying a bit of gold), and the others can be moved freely. So far the only ones that can be moved freely are camo nets, periscopes, and toolboxes. If you leave equipment on a tank and sell it, I don't entirely know how that affects the price, but there is no way you will get a full refund from the equipment.

US artillery is good too, it's just that your garage will be simpler if you stick to only one nation, and (all things being equal) the Russians probably have the best stuff. Since you're already invested in the US, you could just stick with them. It sounds like you're all over the place, so you lose something no matter which nation you go exclusive with, but it is up to you.
 

Craig234

Lifer
May 1, 2006
38,548
349
126
As far as tiering up, all you need to research is the next tier's tank. You don't have to elite every vehicle. Elite tanks don't earn more xp. There is an option for their earned exp to be given to their crews, that way the crew advances more quickly, but doing that means you can't convert that exp into free exp. The only way to earn more xp is to get a premium account (+50%). The only two ways to earn more credits are to get a premium account (+50%) and/or buy a premium tank (since their maintenance/ammo costs are very low, they make a lot of credits).

Mounted items are easy. The ones with a padlock in their icon can't be dismounted (except by paying a bit of gold), and the others can be moved freely. So far the only ones that can be moved freely are camo nets, periscopes, and toolboxes. If you leave equipment on a tank and sell it, I don't entirely know how that affects the price, but there is no way you will get a full refund from the equipment.

US artillery is good too, it's just that your garage will be simpler if you stick to only one nation, and (all things being equal) the Russians probably have the best stuff. Since you're already invested in the US, you could just stick with them. It sounds like you're all over the place, so you lose something no matter which nation you go exclusive with, but it is up to you.

Thanks. After your previous post though I already got the Russian and started on it. You indicated it's much better than the others by the last unit?

I guess there's a point it makes sense to spend all the credits for the next tier earlier, and then start buying the upgrades?

When I talked about selling items, I meant mounted upgrades like turrets and radios, if I spend on those, then how much of it you get back when you sell the tank.
 

Nintendesert

Diamond Member
Mar 28, 2010
7,761
5
0
I'm having difficulties now that I got a Panzer III, it's like a dead space of tanks, I don't fight against the medium/light tanks, instead I keep getting tossed into battles with fucking Tigers and those stupid Kiv or whatever. I can't even hurt most of those tanks with the 5cm gun and all I do is get one shot.

Really tough to advance out of this zone. Maybe with the PIV I can be ok, but I'm really tired of all the huge tanks I need to fight against.
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
I'm having difficulties now that I got a Panzer III, it's like a dead space of tanks, I don't fight against the medium/light tanks, instead I keep getting tossed into battles with fucking Tigers and those stupid Kiv or whatever. I can't even hurt most of those tanks with the 5cm gun and all I do is get one shot.

Really tough to advance out of this zone. Maybe with the PIV I can be ok, but I'm really tired of all the huge tanks I need to fight against.

Get used to it. From there on out you will be in battles with big tanks much of the time.

Got to 83k xp on my Panther. Half way mark!
 

Possessed Freak

Diamond Member
Nov 4, 1999
6,045
1
0
I'm having difficulties now that I got a Panzer III, it's like a dead space of tanks, I don't fight against the medium/light tanks, instead I keep getting tossed into battles with fucking Tigers and those stupid Kiv or whatever. I can't even hurt most of those tanks with the 5cm gun and all I do is get one shot.

Really tough to advance out of this zone. Maybe with the PIV I can be ok, but I'm really tired of all the huge tanks I need to fight against.

Play it like a scout. Lead your column of tanks by a good amount and park in a bush. Hope the enemy does not find you and you spot the enemy. Don't fire a shot and have the group behind you kill the enemy.

Alternately, if there are enemy arty, wait a bit and go running for them. Finally, if there are a bunch of TD's you can always go TD hunting. Get behind them and rape them (as I did 2 marders who were screaming that I hack the game).

The Panzer III is one of my favorite tanks and I will keep a slot in the garage just for it. Plays like a light, armed with a cannon.
 

Merad

Platinum Member
May 31, 2010
2,586
19
81
The PzIII will suck til you get it fully upgraded with the 7.5cm derp gun. After that, its awesome.
 

stag3

Diamond Member
Feb 7, 2005
3,624
0
76
just unlocked the gun for the is-4, wow this is awesome, making xp like crazy now LOL
 

hwan

Member
Oct 13, 2004
147
0
76
Main annoyance on the artillery than many misses is the slow mouse scrolling across the screen. But it's still probably my favorite, don't have a medium or heavy tank yet.

I did the same thing for a while until I discovered the magic of Ctrl + Right mouse click on minimap
 

Nintendesert

Diamond Member
Mar 28, 2010
7,761
5
0
The PzIII will suck til you get it fully upgraded with the 7.5cm derp gun. After that, its awesome.



I'm seeing the joy in it now. It was painful going though. Now I race around with the big engine and either use the long 50mm gun or the stubby 75mm gun.

It's a really mobile platform though the poor accuracy of that 75mm gun makes me sad some. I'm not sure if I should be using the HE rounds it it and just going after the TDs from the rear and the artillery exclusively.
 

Merad

Platinum Member
May 31, 2010
2,586
19
81
I'm not sure if I should be using the HE rounds it it and just going after the TDs from the rear and the artillery exclusively.

On that particular gun there isn't much reason to use AP rounds. They only have slightly better pen (+5mm or so) than the HE rounds, but do about half as much damage.
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
On that particular gun there isn't much reason to use AP rounds. They only have slightly better pen (+5mm or so) than the HE rounds, but do about half as much damage.

and they bounce.

The is-4 gun is pretty much amazing. I just got it 2 days ago but I've been on a business trip and couldn't really test it out much. Its nice to no longer get bounces when I'm fighting a VK4502...
 

Merad

Platinum Member
May 31, 2010
2,586
19
81
I just had the most mind bogglingly stupid team... it was on campnikova, the balancer probably gave us about the best wolfpack setup you could get in a tier 7 match - 3 VK3002's, a T20, and 4 E8 Shermans. So, all of the mediums head for the hill. I'm at the back of the pack. As our first guys crest the hill, they spot some enemies and all start to stop and back up. I put in chat for everyone to push through and swarm them since we have the numbers. I go ahead and sweep over the hill, hoping they're following me.... the opposition it turns out is 2 T29s, 2 M4s and a VK3601. I run past them, turn on their flanks and put a few shots into the flank of one of the T29s... then get raped as they ALL turn their guns on me, because NO ONE in the wolfpack followed me. After I die, they all just sit there around the building, trading shots with the T29s, and of course they all die.

Oh god, if I could reach through the monitor and strangle every one of them..

Well, that's disgusted me enough for one night.
 

stag3

Diamond Member
Feb 7, 2005
3,624
0
76
LOL yea man, the matchmaker seems to put a ton of med's on 1 team and heavies on another and usually the med's make quick work of the heavies
 

Elcs

Diamond Member
Apr 27, 2002
6,278
6
81
Are heavies useful if they can't deal with mediums?

What are they for?

1v1 same tier - a Heavy will most likely rip apart a Medium tank, unless the medium player is good/lucky. (My old T23 was playing the circle of death with a 12.8cm VK4502P Ausf B and winning on my own, but I had artillery support and my backup came after a few minutes of throwing HE shells at it)

A wolfpack of high tier mediums (in comparison to the rest of the battle) can rip apart heavies when co-ordinated properly. Their main advantage is their mobility.

An isolated heavy tank will have targeting issues, be spoilt for choice and find it difficult to traverse fast enough to level it's barrel at something. Traversing the hull as well (to turn the gun faster) ends up leaving the heavy tank with exposed sides.

When facing multiple heavies, a wolfpack will often die, unless they can draw them into splitting up or moving into less favourable terrain. Coordination there usually dies because there isn't a clear 'push and rush' style strategy to wipe out the enemy.

Of course, I'm making a generalisation here but both tanks have their merits when applied correctly and with teamwork. I prefer mediums for their mobility... and even though I've hardly played since 6.5, I still remember the fear of being in a Patton looking down the barrel of a heavy or the exhiliration i felt in 6.4 with my T9 Pershing demolishing a King Tiger right after another King Tiger. They came at me 1v1 and circle of deathed them.
 

Merad

Platinum Member
May 31, 2010
2,586
19
81
Are heavies useful if they can't deal with mediums?

What are they for?

Most high tier games are heavy tank slugfests. It isn't really common to have more than maybe 2-3 mediums per team. But when a game has more mediums it tends to throw them all on one team.

Heavies have thick armor and massive guns, but they're big and slow. Mediums are faster and somewhat smaller targets. Several mediums working together can just overwhelm a heavy, or one medium who know's what he's doing can dance around the heavy's slow turret and whittle him down.
 

Ruptga

Lifer
Aug 3, 2006
10,247
207
106
I just realized you said final gun, not final SPG. Whew. I have the SU-26 now (not t26 right?)

You mean the 122mm gun?

Yeah, the 122 packs a good punch for that tier (especially with the 150silver/shot ammo, instead of the default 75silver/shot ammo). That combined with the su26's turret makes it amazing. With some practice you will dominate things around your tier and take chunks out of t5s as well.

The turret is so awesome because traversing it hardly increases your aiming reticule, allowing you to quickly change targets. Every other arty in the game has to traverse their hull if their next target is outside their narrow firing angle, so this is a big advantage.

The only real downside to the su26 is that it is fairly slow and its range is limited, but the turret does make relocating a lot easier than normal.
 
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Craig234

Lifer
May 1, 2006
38,548
349
126
Yeah, the 122 packs a good punch for that tier (especially with the 150silver/shot ammo, instead of the default 75silver/shot ammo). That combined with the su26's turret makes it amazing. With some practice you will dominate things around your tier and take chunks out of t5s as well.

The turret is so awesome because traversing it hardly increases your aiming reticule, allowing you to quickly change targets. Every other arty in the game has to traverse their hull if their next target is outside their narrow firing angle, so this is a big advantage.

The only real downside to the su26 is that it is fairly slow and its range is limited, but the turret does make relocating a lot easier than normal.

Makes sense - unfortunately, I have the gun and it's just going 'ok'.

Maybe I'm missing something; the info on the targeting was helpful, though I'm still a little unclear between the crosshairs, and the dot in the middle of targeting near it.

Another mystery currently is why nearly all my hits with the SU-26 or even my TD's seem to be doing only 0 to 10% damage. I've had a number of artillery appear to hit right on in a row each doing 2% damage. I've had the game say 'critical hit' or similar indications of a good hit with as little as 0 damage.

I usually drive a ways into the map now to be able to hit more. Of course some maps have a lot of barriers blocking artillery. Hitting moving targets is still, er, hit and miss.

With this gun doing '150/270/270' damage (not sure what that means) I'm even more surprised at all the hits doing so little damage.

My tank destroyer can hit a tank right in the side and do 10% damage a couple times, then the tank one shots the TD head on. Who knows.

For example that just happened, my TD was waiting as a tank moved, then I shot it four times, getting it to 12%, and he seemed to one-shot my AT-1. Not sure what he was.

Next battle my other TD, the TD82, had a tank sighted from the side, zeroed in and fired - he started at 27%, took him to 18%. Again, to 9%. Again, killed him. Then my TD had a battle with a tank with more health, shot him twice, little damage, the tank 1 or 2 shotted the TD again. Shortly before that were more 'critical hits' for 1% then I think 10%. Maybe aiming for part of the tank would help?

I'm adding examples as I play and edit, my SU-26 just hit a target from 100% to 76%; then a tank 1 took him to zero in a shot. That's common.

Sometimes the art does more, occasionally 80%, even a few one shots I think, I thought there'd be a lot.

The targeting reticule seems to need a while when I move the target much; while I'm waiting 5 seconds for it to target someone else kills it usually.

I'm not sure how they're targeting so fast if artillery - if maybe they're shooting before the circle shrinks.

I'm saving for the 700 range tier 9 radio; it's expensive at 5600 to research. Hope it's a big help.

I'm still getting a feel for when the targeting circle is broken up, part on the enemy part not.
 
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Skott

Diamond Member
Oct 4, 2005
5,730
1
76
106k xp into the Panther. Just shy of the two-third way mark. With a 4 day weekend coming up I should be able to get the Panther 2 before Monday if I keep pushing like I have been. I love the Panther but I'm getting tired of constantly playing it exclusively. I like variety! LOL
 

Nintendesert

Diamond Member
Mar 28, 2010
7,761
5
0
I was able to upgrade my PIV with the long 75mm gun. Damn, now this is a lot more fun. I'm not as fast as I was in a PIII, but the gun rips things apart. I still have some troubles with heavy tanks, but I can hurt them now. And other medium and light tanks need to watch out. This is a wicked gun and a pretty good tank with some great frontal armor.
 

Ruptga

Lifer
Aug 3, 2006
10,247
207
106
Makes sense - unfortunately, I have the gun and it's just going 'ok'.

Maybe I'm missing something; the info on the targeting was helpful, though I'm still a little unclear between the crosshairs, and the dot in the middle of targeting near it.

Another mystery currently is why nearly all my hits with the SU-26 or even my TD's seem to be doing only 0 to 10% damage. I've had a number of artillery appear to hit right on in a row each doing 2% damage. I've had the game say 'critical hit' or similar indications of a good hit with as little as 0 damage.

I usually drive a ways into the map now to be able to hit more. Of course some maps have a lot of barriers blocking artillery. Hitting moving targets is still, er, hit and miss.

With this gun doing '150/270/270' damage (not sure what that means) I'm even more surprised at all the hits doing so little damage.

My tank destroyer can hit a tank right in the side and do 10% damage a couple times, then the tank one shots the TD head on. Who knows.

For example that just happened, my TD was waiting as a tank moved, then I shot it four times, getting it to 12%, and he seemed to one-shot my AT-1. Not sure what he was.

Sometimes it does more, occasionally 80%, even a few one shots I think, I thought there'd be a lot.

The targeting reticule seems to need a while when I move the target much; while I'm waiting 5 seconds for it to target someone else kills it usually.

I'm not sure how they're targeting so fast if artillery - if maybe they're shooting before the circle shrinks.

I'm saving for the 700 range tier 9 radio; it's expensive at 5600 to research. Hope it's a big help.

I'm still getting a feel for when the targeting circle is broken up, part on the enemy part not.

You have a lot of questions. Almost all of them can be answered by the wiki, but I'll save you the trouble with a few.

Targeting time: you can buy a gun laying drive (module) to speed that up, but what you really need is an experienced gunner and commander. The gunner should be obvious, and the commander gives a bonus to the rest of the crew in addition to determining your view range. The difference between a 75% and 100% crew is large, the difference between a 50% and 75% crew is absolutely huge. I don't recommend spending gold on crews until you get to t5 or so, but at this stage it is absolutely worth it to at least get your commander to 75%. If you really like artillery you should at least get the gunner and loader up there too.

Where the shell goes inside of the reticule is determined by a normal distribution, the tightness of that distribution is affected by your gunner's skill. In short, a better gunner makes the shot go to the middle of the reticule more often, in addition to making the reticule itself collapse faster.

As for missing, just don't fire until your reticule is either smaller than the target or as small as it will get, and don't forget to lead your shots. Pushing caps+0 turns on another reticule that shows you where the server thinks you are pointed (and thus where the shot will really go), using that will help a lot when you have to make quick shots.

Low damage, and low damage critical hits: First, critical means you damaged a component or crewman, doesn't say anything about actual HP damage to the target.

Second, HE (which artillery shoots almost exclusively) is not at all like AP. If it penetrates (which it normally doesn't) it does full damage to the target. If it doesn't penetrate the damage is halved, and then 1.3 points of damage is subtracted for each mm of armor on the target. So, for example, if you hit the front of a KV's hull at a flat 90 degree angle shooting a shell that does 150 damage: You will almost certainly not penetrate, so potential damage is halved to 75. 75 is how much armor the KV has on its frontal hull, so 97.5 is subtracted from your damage. Since you can't do negative damage you will do zero damage. It's possible that the same shot could splash damage onto his gun, and you could have a "zero damage critical hit."

The KV is a t5 heavy and you will see plenty of them in your su26 (thank the matchmaker). However if you shoot the more expensive ammo that deals 270/shot, in the above situation, you would deal 37.5hp damage (about 6%) to the KV. That's not good, but that is frontal armor, and artillery shells tend to land on their tops where the armor is weaker, so in practice (with the good ammo) you can expect to do some meaningful damage. That said, it is important you use the better ammo, 150/shot just won't cut it. (To be clear, I don't mean gold ammo, I mean the more expensive silver ammo).

Once your crew is reasonably skilled you should start to get a feel for flight time. Once you have that down you can start taking shots at moving targets. At its tier the ability to accurately hit moving targets is fantastic, because nothing at t3 is truly slow, and so it is usually moving. In addition, with its nice pen of 61 you will be able to penetrate their fast units, and once you can accurately hit them while they are moving you will start to get a lot of kills. So, even if you find yourself unable to adequately damage that KV you should be able to kill his support off, allowing your team to swarm him.

Better radio: Radio is very important for artillery, even with your limited range. It will help quite a bit.

AT-1 being ineffective: AT-1 is great for its tier (but only for its tier), the main problem is probably the matchmaker throwing you at things you have little hope of damaging, especially with the stock gun. Training your crew will help a ton. But, do make sure you are using the best guns and the right ammo for the situation. Regardless of that, expect to die when you are shot by basically anything as that is the life of most TDs.

The AT-1 has two great guns, the 76mm and the 57mm. The 76 should shoot HE, the 57 AP. 57 has great penetration, decent damage, good accuracy, and great RoF. 76 has a really strong punch and medium-bad accuracy and RoF. The 76 shines because at t2 nothing has much armor, and your HE will often penetrate, KOing targets in one shot. The 57 is something to use if you like longer shots, or if you keep finding yourself in t3-4 fights because its pen will allow you to do some damage to those tanks. Whichever gun you use, you should never be leading a push, you are just too squishy for that.

For those interested in the HE math, here is a link.

And, Craig, for specific questions you would probably be best off searching for the answers on WoT's forums. http://forum.worldoftanks.com/ They have a forum for each class of each nation's tanks, so you can almost always find a thread about the specific tank you are asking about.
 
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Craig234

Lifer
May 1, 2006
38,548
349
126
Thanks, a lot of good info. What jumps out is the ammo - I haven't used anything but the default. Maybe that's an issue.

I saw you say what to use with two guns, not sure how to tell that for others.

Crew training also - my highest is about 60%. That would explain why I'm not able to shoot as quickly. I'll try the caps-0 too.

I have looked at some in the wiki and forums, too. Got some tank recommendations there.
 
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