Video guide American heavy tank T32. Video guide American heavy tank T32 Tests of the T32 gun
World of tanks video guide from JMR about the American T32 Tier 8 heavy tank. You will learn all the secrets of tactics, crew training and everything you need to successfully play the T32. This tank, like its T29, T30 and T34 brethren, is actually the embodiment of several attempts to modify the M26 Pershing, improving its armor and firepower.
The T29 follows in the upgrade tree, and immediately receives most of its top modules from it: radio, engine and gun. If you are not strapped for cash and can afford to buy reinforced torsion bars until the chassis is researched, then from the first battles you will be driving an almost top-end car. By the way, before selling the T29, do not forget to remove the mentioned modules from it: radio, gun and engine. This will save you 115,000 credits.
Comparison of T32 performance characteristics with classmates
Let's compare the characteristics of the T32 with other tier 8 heavy tanks. The inherited engine will not cause us any inconvenience. The weight, which has decreased by almost 7 tons compared to its predecessor - 56.7 tons - gives good specific power and clearly increased dynamics compared to the T29. The tank reaches its maximum speed of 35 km/h very quickly. Along with the level, the number of hit points of the new car has expectedly increased. The total traverse speed of the chassis and turret remained the same. Fast opponents can spin us on occasion. Therefore, try to ensure that your tank is not left alone in an open field. And in general, as a rule, he, like other slow heavyweights, has nothing to do there.
But the characteristics of the inherited weapon have little to please us with. Yes, on the new vehicle the old gun still has the same excellent aiming speed and much greater accuracy, rate of fire, and DPM. But in comparison with your classmates, you may rightly think that this is not enough. The main drawback of our weapon is that it has one of the worst penetration rates at the level. Among heavyweights, only Soviet premiums are second to him. Playing on the T32, sometimes you will be quite envious of this tank's twin brother - the premium heavy T34, whose armor-piercing shells penetrate almost everything it sees. But don’t worry: the T34 driver is much more envious of your mobility, rate of fire, aiming and visibility, which, by the way, has also grown a little - now it’s top-level.
Well, what then? We looked at the performance characteristics of the tank. It's time to feel his armor.
How to penetrate a T32 tank penetration zones and vulnerable spots
First of all, we will test the T32 with one of the weakest shells that will be fired at us at the rendezvous, with an armor penetration of 112 mm. This tank is out of reach for them from the front. Damage to the hull is easily inflicted from the side, but the tower still cannot be penetrated. From behind, too, only the stern breaks through. If you shoot at this tank from above, it seems that it has a rather thin hull, incl. and in front. This, by the way, will allow you to deal T32 damage in the clinch to opponents with large vertical aiming angles.
The minimum penetration of a level 8 heavy beam - 170 mm - when firing at our tank in the forehead is only enough to penetrate the NLD and a machine gun nest. In addition, the 76 mm hull armor allows you to accurately tank damage from many guns in a diamond formation. A tower begins to break through from the side. Although, if possible, it is better to shoot in the body. Her armor can at times hold the projectiles of her classmates even from behind.
Finally, let’s see how the American’s armor copes with the gold shells of his classmates and the armor-piercing shells of top guns. As required to be proven, the turret very often holds their shots at point-blank range.
So, the T32 doesn't have much space in the front where it can easily take damage. First of all, this is, of course, the NLD and the machine gun nest. It will be quite difficult for classmates to break through the upper frontal part. Especially if the T32 is in a diamond. Also, in a diamond shape, the tank can take damage from the tracks if you don’t turn the hull too much. The sides of the American are still thin and can be easily penetrated at right angles by any shells. And at the rear of the T32 the feed is most accessible.
T32 gun tests
When playing on the T32, despite the better dispersion characteristics of the top gun, at first you may get the impression that shooting with the same set of modules and with the same crew has become less accurate than on the previous tank, the T29. However, this is, of course, not the case. From 440 meters, almost every shot hits the enemy's silhouette. But the penetration of our shells is enough to cause damage only to not very armored tanks.
From 200 meters the gun shows very good accuracy, perhaps compared to older versions of the game. At this distance, we are not able to confidently target penetration points.
And the chance of a hit while moving, starting from version 086, is affected not so much by the accuracy of the weapon as by hand trembling and the size of the kick. As you can see, when shooting on the move at short distances with an auto sight, the T32 can show excellent results.
So, on the T32, the gun we inherited from the T29 actually demonstrates slightly better accuracy. Perhaps the deterioration in accuracy that seems to you at first is due to an increase in the mobility of the tank and a decrease in the level of skills of the crew, if, when transferring to a new tank, you did not train it for gold. Get used to the changed mixing after T29, if you feel it at all, you'll get used to it pretty quickly. As for using this tank, the previous American T29 heavy has already taught you the characteristic style of play on classic American TTs. And he introduced me to convenient positions on various maps, to playing from the tower, from various shelters, peaks, hills and slides, and to choosing the optimal distance. After all, at long and medium range we will not always be able to inflict damage. And on the nearby T32 it’s difficult to hide your rather delicate carcass.
Combat tactics on T32
Battles on the T32 are like playing in a slightly more comfortable tank against much stronger opponents. However, the potential of even T29 is very high, and by the end of leveling T32 you are unlikely to worry about seeing level 10 tanks in teams. Skillful use of our tank's armor, as well as a small supply of premium shells, will make encounters with them quite dangerous not only for you. However, higher level enemies aren't just more powerful guns and thicker armor. This is also an increase in the average experience of their drivers. You will more often encounter players who are capable of T32 damage in any situation.
Many guides to American heavyweights in this series say that the clinch is one of the best tactics for them. Armor tests have shown that not every gun can actually penetrate the T32 turret. However, our tank can be dismantled in close combat by quite a few opponents who have sufficient vertical aiming angles (primarily the Americans and the British), as well as players who, if necessary, load gold. Therefore, when entering a clinch, be prepared to be attacked by PGD. Better yet, as long as possible, just don’t show your body to the enemy.
As we have already said, compared to the T29, the tank is quite mobile. The movement to the other flank on T32, which has begun ahead of time, may well end on time and achieve its goals. On occasion, he can also play on the swing. If the enemy is focused on attacking allies, we can afford to roll out, take a shot and go back behind cover.
T32 can be part of an attacking group, but should not tank damage with its hull or expose the sides of the tower. He can also play from the second line - the sides of any opponents will be excellent targets for his guns. From favorable positions where you don’t have to expose your hull to gunfire, it, like its predecessor, is quite capable of holding the line even against superior enemy forces.
T32 equipment: equipment and crew skills
And now a few words about the T32 configuration. The crew of this tank must transfer from the T29, having completely deflated or upgraded the first set of skills: the sixth sense for the commander and repair for all other tankers. The second set is worth pumping out the Combat Brotherhood: it will slightly improve all the characteristics of the tank, except, of course, armor and armor penetration. Next, we study the following individual skills: visibility for the commander and radio operator, smooth rotation of the turret for the gunner, and smooth movement for the driver. One loader should be equipped with a non-contact ammo rack, and the second one should be equipped with your choice: from desperate to camouflaged.
The equipment is standard: fire extinguisher, repair kit and first aid kit. And depending on your preferred play style, fill the slots for equipment, in addition to the obligatory gun rammer, with modules from the following list: stabilizer, drives, ventilation, optics and stereo tube. If you find yourself in close combat more often, take a stabilizer and ventilation. If you play more at medium and long distances, then, for example, ventilation and optics, or even horns. The T32's characteristics, which are affected by the installed equipment, provide a fairly comfortable game even without additional improvements. Therefore, you cannot make a mistake with your choice. This tank will fit everything.
With this video, the World of Tanks review of the US T32 heavy tank has come to an end.
This tank can easily take the title of the best scout at the third level, thanks to its excellent dynamics and speed, as well as the best visibility at this level. The price for this is weak weapons. The armor is also one of the best at its level, but due to the fact that a tank of the fifth level can be encountered in battles, you should not rely on it.
Modules
Compatible Equipment
Compatible Equipment
T-15 in game
Research and leveling
A premium tank is purchased for 900 and is therefore initially “Elite”, i.e. no need to research modules.
T-15 modules
Combat effectiveness
As mentioned in the summary, the T-15 can easily be called the best firefly of the third level. However, he is not much inferior to his “big brothers”. It's all about perfectly balanced characteristics. For example, a speed of 60 km/h is very fast, although more can be squeezed out of the BT-7, but unlike its German counterpart, it hardly turns, but the T-15 does not lose speed when turning. But he’s not the first here either - the M3 Stuart turns a little better. Also, unlike its “relatives”, the T-15 has the highest visibility at level 3 and one of the best radios in the game. So, the Scout medal will be the usual result after the battle.
It should be remembered that the T-15 is in no way a Leopard for combat not suitable. The top guns of the same third-level reconnaissance units are superior to the T-15 gun, and the 30mm armor, although one of the best at the third level, has no hope for it - it’s still easy to penetrate.
Crew skills
Disguise
The later the T-15 is spotted, the longer it will live and the greater the chance that it will be able to leave for base alive.
Repair
It is a very unpleasant situation when the caterpillar is knocked down and the repair kit has already been used up. This is where the repair skill will come in handy. But not before disguise.
Firefighting
For a snack, because it’s useless.
Equipment, equipment and ammunition
Equipment
Equipment should be selected in such a way as to improve the strengths of the tank without compromising anything. The strengths of the T-15 are speed and visibility, so the equipment will need improved ventilation (will slightly improve all indicators depending on the skills of the crew) and coated optics (will increase visibility). If you want to “shine” safety from behind the bushes before rushing off and rushing to reconnoiter the enemy base or probable enemy attack sites, you can install a stereo tube
Equipment
The equipment you will need is: a first aid kit (just in case), a repair kit (in case of a downed track or a damaged engine) and gasoline (increase in speed). The latter will pay off with a good fight and with a premium account, but for the third level it is still expensive.
BB63BP0OF10
Ammunition
High-explosive fragmentation shells for this weapon are practically useless, because armor-piercing shells are quite suitable against tanks of a lower level, and tanks of a higher level are much more heavily armored, but it’s worth having a dozen in your ammunition load, just in case. There will be enough armor-piercing shells for the entire battle.
- 3.7 cm KwK 38 (t) L/47.
Expand
Projectile | Type | Caliber (mm) |
Armor penetration (mm) |
Damage (HP) |
Fragment radius (m) |
Price (|) |
||
Pzgr 39(t) | BB | 37 | 31-51 | 30-50 | 14 | |||
Real prototype
T-15 is a Russian heavy infantry fighting vehicle, created on the basis of the universal Armata platform. It, like the T-14 tank, was first shown at the Victory Parade in 2015, but the T-15 was slightly lost against the background of the latest MBT of the Russian Army.
However, the Armata infantry fighting vehicle was in vain deprived of attention. In addition to its impressive performance characteristics, the vehicle is notable for its conceptually new approach to development. Yes, the idea of heavy infantry fighting vehicles is not new - the Israelis and the French have long succeeded in creating such vehicles. But foreign developments arose out of a desire to extend the life of aging tanks, while Russian engineers did the opposite.
Since 2009, Uralvagonzavod engineers have been trying to develop a multi-purpose platform on the basis of which it would be possible to create equipment of different classes. Needless to say, they succeeded?
The T-15 has become a unique heavy infantry fighting vehicle that can not only transport personnel, but is also capable of seriously repulsing enemy heavy equipment and aircraft.
To combat enemy tanks, the T-15 is equipped with two ATGM launchers, and a 30-mm gun is provided to destroy light equipment, helicopters and drones. The T-15 variant with a 57 mm cannon is also being considered.
At the same time, the T-15 itself is well protected - the Afganit KAZ effectively counteracts enemy ATGMs, the Malachite DZ protects the vehicle from cumulative ammunition, and the frontal armor is capable of stopping a projectile with a caliber of up to 120 mm.
Performance characteristics
In "" T-15 is a level 10 armored fighting vehicle. The Armata armored fighting vehicle is a very pleasant machine in all respects: fast, can illuminate and is capable of taking away 2500-3000 units of strength from one belt. One problem is that at levels 9-10 there are almost no vehicles that this works against.
Let's start with the most pleasant thing - mobility. Driving the T-15 is a pleasure - the Armata accelerates to 32 km/h in 3.02 seconds and is capable of reaching a speed of 75.6 km/h. The car also handles excellently - it turns easily (turning speed - 44.2 degrees / s) and holds a stable course, despite obstacles and potholes.
Next is survivability. Armor, like for an armored fighting vehicle, is available. The hull is protected very well (420/200/85 mm of combined armor), the turret is worse (150/100/80 mm of high-strength steel), so most of the shells will land on it. The strength of the T-15 is almost like that of tanks - 2900 units, which looks very decent compared to the Sphinx.
Unfortunately, the rest of the T-15's characteristics are not so impressive. Take, for example, visibility (465 m) and stealth (0.275), which are so important for an armored fighting vehicle. Whatever one may say, it will not be possible to overexpose the Sphinx with such indicators.
The T-15 combat module includes a 30-mm gun and two ATGM mounts with two missiles each. The belt of the 30-mm Armata cannon holds 25 armor-piercing shells, each of which deals 111 units of damage. At the same time, the penetration (294 mm) of the 30 mm Armata ammunition is almost the same as that of the 40 mm SPHINX shells. The problem is that even the Sphinx has very difficult armor on level 9-10 tanks.
There are also landmines that, in theory, can take away 137 units of strength, but in reality they are of little use even for knocking down tracks.
The remaining characteristics of the gun do not cause irritation: rate of fire - 200 rounds/min, reload time - 9 s, aiming time - 1.49 s, dispersion - 0.09 degrees, turret rotation speed - 62.4 degrees/s.
The ATGM launcher is impressive: 4 missiles, 18-second reload time and 696 damage with 1410 mm penetration. There are exactly two problems. Level 10 equipment is protected from ATGMs on all fronts - the first missile is shot down by KAZ, the next ones are quite likely neutralized by active protection. At the same time, fast level 10 tanks may not even rely on armor, but simply hide - the missile flight speed (200 m/s) is critically insufficient to catch up with the nimble “tens”
What to upgrade first
The best thing you can do for the Armata armored fighting vehicle is to buy high-explosive ATGMs (up to 414 units of damage without penetration). The smoke won't be bad either. Otherwise, leveling up comes down to unlocking equipment slots.
You need to fill the equipment slots as follows: in the general slot - optics (up to +30 m to vision), in the firepower slot - charges (up to +7.5% damage), in the security slot - fighting compartment (up to +11.25% to strength).
For the driver, unlock the “Tank Drift” skill (+10% to the hull rotation speed), for the gunner - “Like a squirrel in a wheel,” which gives a 10% bonus to the turret rotation speed.
How to play T-15 "Armata"
On the T-15 you need to do a little bit of everything: shine a little light, shoot a little ATGM and sometimes drive into the enemy’s stern.
The most meditative gameplay on this machine is to occupy high ground, load high-explosive missiles and launch them at everyone who appears in sight. 50-200 units of damage per hit in total can give a good result. One problem - there are only 20 missiles and most likely there will not be enough of them until the end of the battle. However, when the ATGM is running out, the end of the battle is usually a foregone conclusion. And if it is predetermined in our favor, we can safely go to the front and discharge deadly ribbons into the enemy’s stern.
There is a more complicated option - replace high-explosive missiles with conventional ones. In this case, be prepared that most of the ATGM will be wasted. But if you still manage to find a target standing on its side or stern, the result of 2-3 hits with damage of 700 units will be stunning.
On maps where there are problems with good elevations, you can play the role of passive light. Just move behind the column of allied MBTs. You'll likely be the first to spot enemy forces and collect intelligence points. The main thing is not to open fire - it is pointless to attack the T-15 head-on even with some light vehicles and armored fighting vehicles.
If there is a level 9 vehicle in battle, you can hunt for it. Hunt down the Draco, M8 and CRAB to take full advantage of the 30mm gun.
With the release of update 0.17 for the T-15 Armata, another effective tactic has appeared. ATGMs can now be launched on the move, which gives additional room for maneuver: for example, you can use this innovation to inflict powerful one-time damage to the stern. This is useful when the opponents have little health - finishing off the enemy with one or two missiles will be faster than firing from a rapid-fire gun for several seconds. Such an attack will allow you to avoid the enemy’s dying but powerful shot.
14-03-2015, 01:38
Hello, tank men and women, welcome to the site! We are now talking about an incredibly versatile and very powerful vehicle, a Soviet heavy tank of the ninth level, in front of you T-10 guide.
This vehicle really is something in between, between a medium and heavy tank. Some people see disadvantages in this, for others it’s just such a feature T-10 World of Tanks and like it. We will now analyze in detail the parameters of this heavy weight, equip it with everything necessary and talk about combat tactics.
TTX T-10
By the standards of other heavy tanks at the ninth level, we have not the worst, but a very modest margin of safety, but what is much nicer is that our basic viewing range is good, it is 400 meters.
In terms of booking, everything is very relative. Or rather, at T-10 characteristics reservations are good, but only if you know how to use them correctly. Let's start with the fact that the turret in the frontal view is very well armored. Thanks to the correct streamlined shape, the reduction here ranges from 250 to 400 millimeters or more. The weak point here is only the hatches on the roof; their thickness does not exceed 150 millimeters.
With the frontal projection of the body, everything is completely ambiguous. If Soviet heavy tank T-10 stands perfectly straight in relation to the enemy, the VLD acquires approximately 225 millimeters of armor due to the pike nose, but the NLD in this case is very vulnerable.
If you tighten the hull even a little, the resulting armor of the pike nose T-10 WoT decreases, you turn your cheek, but increase the NLD reduction. In other words, the thickness of the front of our hull is not so impressive; top level 9-10 guns will penetrate us without much difficulty.
As for the side projection, from this side T-10 tank nominally protected is also not so seriously. Of course, the side can be easily penetrated at a right angle, but if you hide the frontal part of the hull and place the side out of the shelter at a good angle, the reduction will easily exceed 300-350 millimeters, which will allow you to withstand the blow perfectly, and besides, there is a screen.
In addition, by the standards of heavy tanks T-10 World of Tanks has excellent driving characteristics. This versatile rod has excellent top speed, very good dynamics and decent maneuverability.
gun
Speaking about the situation with weapons, we also have something to be proud of, because the gun has a very significant set of positive qualities, which are very pleasant to play with.
Let's start with the fact that T-10 gun has a very serious alpha strike, which is supported by a good rate of fire; in total, these two parameters allow us to inflict about 2150 units of damage per minute, for a TT-9 this is a very decent indicator.
From the point of view of armor penetration, everything is also more than decent. You can pierce anyone with an armor-piercing projectile, targeting vulnerable spots, but in order to compete with other heavy weapons without thinking twice, T-10 tank must have at least 10 gold cumulatives with him.
But our gun has some problems with accuracy, because the spread is quite large, the aiming time is slow, and the stabilization T-10 WoT weak, which allows you to deal damage at close ranges, but shooting while moving even at a medium distance is very bad.
But the vertical angles are even more disappointing, because Soviet heavy tank T-10 can lower the guns by only 5 degrees, which significantly complicates the game from the terrain and forces you to choose your position more carefully.
Advantages and Disadvantages
As was already said at the very beginning, the device in our hands is very versatile, it has something from a medium tank, and something from a heavy tank. For this reason, highlighting strengths and weaknesses T-10 World of Tank s becomes more complicated, because there are many controversial issues, but if you pay attention to the most important things, the overall picture will be as follows.
Pros:
Good basic viewing radius;
Strong turret armor;
Low silhouette of a tank;
Excellent mobility (maximum speed, dynamics, maneuverability);
Powerful one-time damage and DPM;
Good penetration rates.
Cons:
Small margin of safety by TT-9 standards;
Mediocre hull armor;
Low accuracy rates;
Poor elevation angles.
Equipment for T-10
There is no point in taking a lax approach to the selection and installation of additional modules; this aspect should take into account the strengths and weaknesses of the tank, optimally complementing its original characteristics. True, in our case this aspect will be quite standard, that is, on tank T-10 equipment It's better to put the following:
1. – will make our already good damage per minute even more noticeable, due to which the firepower will increase significantly.
2. – if there are obvious problems with accuracy, this module will not only allow you to shoot more confidently while moving, but also reduce your shooting speed after stopping.
3. – with this module you can achieve maximum viewing range with minimal effort.
However, there is a very worthy replacement for the third point, which in some ways will look even more in demand - this. Of course, we sacrifice visibility, but in return we get an increase in several important parameters at once, and in the case of pumped-up skills for review, all the disadvantages of such a choice are eliminated.
Crew training
This aspect can rightfully be considered even more important and responsible, because it has its own unique nuances that will simplify your life on the battlefield, and also complement the effects already obtained from the installed equipment. It makes the most sense in the case T-10 perks study as follows:
Commander (radio operator) – , , , .
Gunner – , , , .
Driver - , , , .
Loader – , , , .
Equipment for T-10
Consumables are selected according to the standard, but without them you will have a very hard time in battle. Therefore, even if silver reserves are running out, it is simply necessary to have at least one with you. Well, in cases where there are no problems with silver loans, it is better not to be greedy and take T-10 equipment in the form , , . By the way, our cord burns quite rarely, so you can change the fire extinguisher to .
Tactics for playing T-10
As has already been said many times, we have an incredibly versatile tank that can be used on the battlefield in any situation. This means that for T-10 tactics fighting cannot imply anything specific, it all depends on the specific situation and you must learn to adapt to different playing styles.
The point is that heavy tank T-10 capable of going to the front line with other heavyweights. At the same time, due to excellent mobility, you will most likely arrive on the spot first, which will allow you to take an advantageous position for tanking in advance.
Regarding how exactly you should tank, I would advise hiding the hull if possible, because the turret is T-10 World of Tanks much stronger, it is from it that it is more reliable and comfortable to play. In addition, if the map allows, you can completely hide the frontal part of the tank and hold back the enemy by tanking on the side, showing him at an advantageous angle.
On the other hand, you can choose a more dynamic style of play and, again taking advantage of the advantage in mobility, go to push the direction with medium tanks. In that case T-10 tank rather, it will serve as a “ram”, strengthening the combat fist of mobile equipment on the flank with its reinforced armor.
In general, I repeat once again that there are a lot of applications for this machine, T-10 WoT a very versatile device and, in my opinion, this is its uniqueness and main advantage. You just have to remember that you need to play quite carefully, using the maximum advantages of the tank, watching what is happening around, trying to play together with your allies and always being wary of enemy art.
By the way, regardless of the situation, do not forget that T-10 World of Tanks has very formidable weapons. But our reloading is still not super-fast, and therefore it is better to play as alpha, firing a shot and rolling away to a safe place while the loader prepares a new cartridge.
Hello dear tankers! Today we continue our review of American tank destroyers and today we have a vehicle that is capable of a lot. A machine that terrifies its classmates. This is one of the best level 7 PTs. Meet the American T25/2 anti-tank self-propelled gun.
Did you like the M18 Hellcat? Well, there are only positive emotions ahead. This machine surpasses its predecessor in all characteristics. All this allows you to be bolder than on the M18. This miracle costs 1,364,000 credits and 42,350 experience. The amounts are standard for level 7 vehicles and there is nothing scary or unattainable about them, especially with PA. And if you consider that this money and experience were earned on the M18... So, you bought the car itself, but this is not enough. For complete happiness and a successful game, we need to install additional equipment, seat a good crew and apply camouflage. With additional equipment everything is simple. Since the play style is practically no different from the M18, additional equipment can be removed from the M18 for only 30 gold and installed on the T25/2.
With the crew, everything is a little more complicated. The crew significantly influences the characteristics of the vehicle, so they must be immediately retrained to a sufficiently high level of proficiency in the main specialty. Specifically here, I advise you not to suffer too much and not to make the crew 100% right away. There will not be such a big difference at this level and specifically on this machine between 90% and 100%. And then you’ll pump up the process.
As for the crew, I highly recommend using it because we are PT and we already have an increased % of stealth. Camouflage will make it even higher for us. It will cost 70,000 * 3 = 210,000 credits. Be sure to apply it because in some situations it will work to your advantage and save your life.
Equipment
Well then. Let's begin the decisive pumping. I don’t know if your engine and radio have been examined because it depends on whether you pumped the ST or not. However, we still have something to explore without them, so upgrading the T25/2 cannot be called easy. Yes, the amount of experience is not very large + if you play well, you will open everything quickly and without much effort, but still...
Well, like almost everywhere, you can’t go without a chassis, so we pump it up and install it as quickly as possible. A top-end chassis will significantly increase cross-country ability and, most importantly, allow us to install heavier modules. Unfortunately, the turning speed will remain the same, but 30 degrees/s should be enough for you.
Given our low weight, the top-end engine gives us a significant increase in dynamics and acceleration speed. The chance of fire is standard, but in practice we burn extremely rarely.
The stock radio station on level 7 won't be enough for us. Therefore, it is necessary to install the top level 9 as quickly as possible. Of course, it will be enough for us in any situation.
The top tower is practically no different from the stock one. Turning speed, visibility, armor - everything is identical to the stock turret, the only thing is that we have a slightly different shape and a closed top, well, the ART-SAU will to some extent save you from direct hits from shells... The only significant advantage of this turret is the ability to install a top gun. Yes, I almost forgot, the top tower will add some HP to us, and this also cannot be called a weak plus.
Well, what can I say, you should have already had the pre-top gun unlocked on the M18, so at first you’ll have to ride with it. I hasten to make you happy or sad, here who cares what’s more pleasant, the top gun is not much different from the old gun with the M18. Yes, it has a little more penetration, but only 10 mm. Accuracy and speed of aiming have also not improved much. Yes, you need to strive for it, but this desire can be reduced a little and directed in a more necessary direction, for example, to open the engine. It will be more useful. Personally, when I opened the car, I immediately upgraded it to top condition for free experience. However, I decided not to open the top gun. In any case, we won’t be able to penetrate the Is-3 with the wrong gun without gold, and here it makes little difference which gun we shoot with... In short, the choice is yours, but I strongly advise against breaking into this gun like, for example, the BL-10 .
In my opinion, the best option for pumping
- We put everything we have and it will fit
- Chassis
- Tower
- Engine
- gun
I will highlight the following advantages and disadvantages of the machine:
Pros
- Good speed and dynamics
- Accurate, fast-firing weapon
- The presence of a turret with 360 degree rotation (for anti-tank vehicles this is very important)
Cons
- Tall body
- Weak armor
Balance weight
The car is thrown at levels 7 - 9 of battles. If on 7 and 8 we have something to do, then on 9 we can only “support” the top TTs. However, we won’t be thrown to level 9 very often, so we shouldn’t worry too much about this.
Profitability
As far as profitability is concerned, everything is fine. Even without PA, the machine should play quite well in plus, and with PA it will farm. Of course, farming is not as good as doing level 5 - 6 cars and level 8 premiums, but nevertheless, during the time of leveling T25/2 to T28 you should accumulate a prototype. However, all this is only when using standard consumables and shells; with premium ones everything will be much worse - big disadvantages.
Tactics
By playing on the M18 you should already have a great understanding of the game style. There is no armor, so it is contraindicated for us to climb forward. Play as if you had 1 HP left and you will bring in a lot of experience and credits while also getting a lot of fun. The American PT branch is very demanding on hands and thoughtful actions. If low-level PTs forgive mistakes, then high-level ones do not. So think carefully about what you are doing. When playing on T25/2, you need hunter tactics. You need to inflict damage from afar on someone else's light using your speed only to take advantageous positions both at the beginning of the game and mediocre in the middle. Take positions where either you will not be visible, or you will not be attacked from all sides. Speaking of one of the sides, we have no armor, so any artillery shells will be extremely painful for us. It doesn’t matter where the shell hits, nearby or in the body, you will still be in a lot of pain. Therefore, take positions where you will be safest. And of course, don’t forget to change them whenever possible. Your appearance on one flank or the other will greatly influence the outcome of the battle. Well, if you get into battles at level 9, then turn on gold and cover your thicker allies by hiding behind them. Just try not to take damage. Play as if you have 1 HP.
Additional equipment
- Rammer
- Reinforced drives
- Fan / enlightenment / stereo tube / camouflage network - this depends on the individual characteristics of each.
Equipment
Everything is standard here
- Repair kit
- First aid kit
- Fire extinguisher
Instead of the latter, you can use gasoline since in practice we rarely burn.
Crew Perks
Commander
- Sixth sense
- Disguise
- Combat brotherhood
Gunner
- Disguise
- Sniper
- Combat brotherhood
Fur. driver
- Disguise
- Virtuoso
- Combat brotherhood
- Disguise
- Radio interception
- Combat brotherhood
Charging
- Disguise
- Non-contact ammunition rack
- Combat brotherhood
Vulnerable areas of the machine:
Orange- commander, gunner, loader
Red- engine, tanks, transmission
Green- easily penetrated zones
White- ammunition rack
Blue- driver mechanic.
And finally, a few video reviews:
- Anton Siluanov, Minister of Finance
- Protection of consumer rights: insurance contract - legal services of the Legas company Protection of rights under an insurance contract
- Consolidated register of the territorial body of the federal treasury
- Why are whales interesting? What do whales hear? The closest relatives of whales are hippos