Penetration zones for tank destroyers. PT T110E3: where to punch and weaknesses
The question of where to punch the T110E3 arises sooner or later for every player who encounters this American PT. This type of technology has a number of strengths and weaknesses that users should be aware of. This will help you increase your number of victories and act more intelligently in matches.
The most vulnerable places
It is worth noting that there are several places where almost any tank can penetrate the T110E3. First of all, this is the stern, where the armor is some 38 millimeters. Even light vehicles can penetrate this place; the difficulty lies only in correct aiming. Next on the list is the roof of the hull and engine compartment, where the thickness of the armor reaches 51 millimeters. This is already more, but still too small to hold back tanks like the IS-7. In third place in terms of low armor is the hull side with 7.6 centimeters. When hit here there is a chance of a ricochet.
Other obvious disadvantages
In the event of a close collision between heavy tanks and this American anti-tank vehicle, where to pierce the T110E3 will be determined by the shape of the lower armor plate. It is made in the shape of a semicircle, which greatly simplifies the task of dealing damage. At each joint point of this part of the structure there is a minimal layer of iron, and breaking through there will not be any special problems. The total thickness of 152 millimeters does not matter in this case. This advice is especially important for lower-slung vehicles. For tall tanks, it is best to take aim at the top armor plate at close range. It has the same thickness, but is easier to implement as a target for aiming. The side of the wheelhouse also has the same parameter, only if the equipment is actively moving from the position, getting into it will be an order of magnitude more difficult. This is already enough to ensure that no user has any problems with the task of where to pierce the T110E3.
The guide to the T110E3 and how to penetrate this American anti-tank gun should definitely include tips for artillery lovers. In fact, there are no particular problems for them to cope with this technique. The T110E3 lacks a shield, which means it is greatly weakened and vulnerable to attacks from above. It is especially worth noting here that the stern is 38 millimeters, which guarantees penetration of any model of artillery gun. A landmine charge with a successful hit will cause damage with almost 100% success. In this regard, the American PT is significantly inferior to the British, who are protected by the film adaptation. At the moment, these are all the main disadvantages of this type of equipment, which every tanker should use when playing.
Source: fb.ruCurrent
Miscellaneous
Miscellaneous
Miscellaneous
Coffee from a fairy tale: in Shanghai they serve the drink under a small sweet “cloud”
Shooting and armor penetration- the most important elements of game mechanics. This article contains information about game parameters such as accuracy, armor penetration and damage.
Accuracy
Accuracy- a parameter of a weapon that characterizes its ability to send projectiles accurately to the target.
There are two aspects to the game related to accuracy:
Scatter shells when firing at 100 meters. Measured in meters. The spread depends on the skill of the gunner. An untrained gunner (50% of the main skill) shoots 25% less accurately than a 100% trained gunner. Mixing time- aiming time, measured in seconds. This is a conditional parameter that was introduced for balance needs. That is, pointing the gun itself at the target is not enough; it is important to wait until the aiming circle finishes shrinking. Otherwise, the probability of a miss increases sharply. When the tank moves and the turret and barrel rotate, as well as after a shot, the sight “diverges,” that is, the aiming circle increases sharply and it is necessary to wait for the aim again. The convergence time is the time during which the convergence circle decreases by ~2.5 times, to be precise, by e times (e is a mathematical constant, the base of the natural logarithm is ~2.71).It is also important to understand that in the game (without installing extraneous modifications) the convergence circle is displayed, and not the scatter circle - these two circles have completely different diameters and, with very rare exceptions, do not coincide with each other. In fact, the dispersion circle is smaller than the aiming circle (by several times) and the task of the aiming circle in the game is not to display the dispersion of shells, but to visualize the state of the gun and its gunner, whole, damaged, whether the gunner is reduced or reduced, whether he is healthy or shell-shocked, etc. .
How to increase gun accuracy
- Install equipment Improved ventilation
- The Brotherhood of War(approximately +2.5% to accuracy).
- Use equipment that gives +10% to all crew parameters for one battle, including about 5% to accuracy - Additional ration, Chocolate, Cola box, Strong coffee, Pudding with tea, Improved diet, Onigiri.
How to speed up aiming
- Install the gun with the highest aiming speed.
- Upgrade the gunner's main specialty to 100%.
- Install equipment Reinforced aiming drives(+10% to convergence speed).
- Install equipment Vertical stabilizer(-20% to dispersion when moving the tank and turning the turret).
- Install equipment Improved ventilation(approximately +2.5% convergence speed)
- Upgrade your gunner's skill Smooth rotation of the tower(-7.5% to dispersion when rotating the turret).
- Upgrade your driver mechanic's skills Smooth ride(-4% to dispersion when the tank moves).
- Upgrade the skill of all crew members The Brotherhood of War(approximately +2.5% convergence speed).
- Use equipment that gives +10% to all crew parameters for one battle, including about 5% to the aiming speed Additional ration, Chocolate, Cola box, Strong coffee, Pudding with tea, Improved diet, Onigiri.
Auto-targeting
When you press the right mouse button with the sight aimed at the enemy, auto-targeting is activated. It fixes the tank's barrel on the center of the enemy vehicle. This allows you to avoid aiming by eye, but at the same time it has a number of significant disadvantages. The fact is that the auto-aiming always aims at the center of the silhouette of the enemy tank, ignoring obstacles in the firing path, as well as the vector and speed of the enemy’s movement. In cases where only part of the enemy vehicle is visible in the sight or when the target is moving and anticipation is necessary, auto-aiming will not only not be useful, but moreover, it will guarantee a miss. Automatic aiming does not allow you to target the weak points of the enemy tank, therefore it is relatively of little use at high levels of battles with precision guns and large well-armored tanks.
Automatic aiming is usually used in close combat during active maneuvers and when shooting at long distances at a stationary enemy.
Auto-targeting can be canceled by pressing E (by default) or by pressing the right mouse button again.
Detailed analysis of shooting mechanics
Armor penetration
Armor penetration- a weapon parameter characterizing its ability to penetrate the armor of enemy tanks. It is measured in millimeters and has a spread of ±25% relative to the average value. It is important to remember that the armor penetration indicated in the technical specifications is indicated for an armor plate located at an angle of 90 degrees to the direction of movement of the projectile. That is, the slope of the armor is not taken into account, while most tanks have sloped armor, which is much more difficult to penetrate. Also, the armor penetration indicated in the technical specifications is indicated at a distance of 100 m, and with increasing distance it decreases (relevant for sub-caliber and armor-piercing shells and not applicable for high-explosive/HESH and cumulative).
Armor
Each tank has armor. However, the thickness of the armor is not the same everywhere. In front it is as thick as possible. On the contrary, the back is thinnest. The roof and bottom of the tank are also very lightly armored. The armor is indicated in this format: frontal armor thickness/side armor thickness/stern armor thickness. And if the armor, for example, is 38/28/28, then a gun with a penetration capacity of 30 mm will generally be able to penetrate the stern and side, but not the forehead. Due to the 25% dispersion, the actual penetration of this weapon from shot to shot will vary from 22.5 to 37.5 mm.
It should be remembered that when specifying armor, its inclination is not taken into account. For example, the armor of the T-54 is 120 mm, the angle of inclination is 60°, and the normalization of the projectile is 4-5°. With such an inclination, the reduced armor thickness will be about 210 mm. However, even the thickest armor has its vulnerabilities. These include various hatches, machine gun nests, wheelhouses, joints, etc.
Non-penetration and ricochet
Each projectile has its own penetration threshold. And if it is smaller than the armor of the enemy tank, then the shell will not penetrate it. To do this, you need to aim at the most vulnerable places of the tank: the rear, sides and various protrusions and crevices. If this does not help, you can use high-explosive shells.
When shooting at a tank standing at an angle, there is a high probability of a ricochet. The boundary between penetration and rebound lies at an angle of 70°. If the caliber of the projectile exceeds the thickness of the armor more than 3 times, no ricochet occurs, but if it is doubled, the normalization of the projectile increases in proportion to the excess of the caliber of the gun over the thickness of the armor - and the projectile tries to penetrate the armor at any angle. So, for example, when firing from a 100mm gun with armor penetration 170, at an armor plate 30mm thick at an angle of 89.99 degrees, the normalization will increase to 23.33 degrees, and the reduced armor will be 30/cos(89.99-23.33) = 75.75mm of armor.
Detailed analysis of the mechanics of armor penetration
Attention! Update 0.8.6 introduces new penetration rules for cumulative projectiles:
The cumulative projectile can now ricochet when the projectile hits armor at an angle of 85 degrees or more. When a ricochet occurs, the penetration of tanks in World of Tanks by a ricocheted cumulative projectile does not decrease.
After the first penetration of the armor, the projectile begins to lose armor penetration at the following rate: 5% of the armor penetration remaining after penetration - per 10 cm of space traversed by the projectile (50% - per 1 meter of free space from the screen to the armor).
Also in update 0.8.6, the normalization of sub-caliber shells was reduced to 2°.
With update 0.9.3, ricocheting into another tank has become possible. After the second ricochet, the projectile disappears. You can find out the combat characteristics of any vehicle, for example, damage, armor, and identify penetration zones based on this, in the “Tanking” section in the World of Tanks Assistant application.
Damage
Damage- a weapon parameter characterizing its ability to cause damage to enemy tanks. Measured in units. It is important to remember that the damage indicated in the weapon’s performance characteristics is average and in fact varies within 25%, both up and down.
Location of weak points
The location of the various modules in the game is not indicated, but it completely corresponds to the real prototypes. Therefore, if in life the ammunition stowage was in the left corner of the rear of the tank, then in the game it will be there. But still, the weakest points of the tanks are located in approximately the same place:
- The engine and fuel tank are usually located in the aft (rear) part of the tank.
- The ammunition rack is located in the center of the hull or in the aft (rear) part of the turret.
- To shoot down a tank's track, you need to shoot at the front or last roller.
- The gun and triplexes are visible to the naked eye.
- The commander, as a rule, is located in the turret and can be incapacitated by a hit on the commander's turret.
- The mechanical drive sits in the front of the machine body.
- The loader and gunner are located in the front or center of the turret.
Damage by modules
Shooting at modules has its own characteristics. Often when modules are hit, damage goes to them, but not to the tank itself. Each module has its own strength points (health units). If they are completely removed (critical damage), the module stops working and it will take some time to restore it. The module's health units are not fully restored, but only up to 50%. It remains damaged and may not perform as well. Accordingly, it will be easier to break the same module in the future. If new damage is caused to the module during repair, health points are removed and repair continues up to 50%. That is, if a tank with a removed track continues to be hit by the same track, then it will be repaired constantly (or until the tank is destroyed).
The repair kit restores the health points of the damaged module to 100%.
Engine If the module is damaged or after repair, the maximum speed is reduced.
If the damage is critical, movement is impossible.
Unlike tank modules, the crew does not have health points. The tanker can be either healthy or shell-shocked. A knocked out tanker can be returned to duty by using a first aid kit. Concussion of all crew members is equivalent to the destruction of the tank. When one of the crew members is disabled, all effects from additional skills and abilities learned by him disappear. For example, when the commander is concussed, the “Sixth Sense” light stops working. In addition, in cases where:
The commander is shell-shocked - visibility is reduced by half, and the commander's bonus ceases to apply.
The mechanical drive is shell-shocked - the speed of movement and turns is reduced by half.
The gunner is shell-shocked - the spread doubles, the turret traverse speed is halved.
The loader is shell-shocked - the reload speed is halved.
The radio operator is shell-shocked - the communication radius is halved.
Chance of crew member being concussed: 33%
All tanks have armored and not very armored areas. Some may have it on the turret, for example some kind of hatch, while others may have it somewhere on the hull. Considering that there are more than 350 tanks in the game, it is simply impossible to remember the weak points of all of them. For this purpose, modders specially came up with a mod: Vulnerable spots of tanks 0.9.10, which will mark their vulnerable spots on tanks in the form of colored penetration zones.
Occurs sooner or later for every player who encounters this American PT. This type of technology has a number of strengths and weaknesses that users should be aware of. This will help you increase your number of victories and act more intelligently in matches.
The most vulnerable places
It is worth noting that there are several places for almost any tank. First of all, this is the stern, where the armor is some 38 millimeters. Even light vehicles can penetrate this place; the difficulty lies only in correct aiming. Next on the list is the roof of the hull and engine compartment, where the thickness of the armor reaches 51 millimeters. This is already more, but still too small to hold back tanks like the IS-7. In third place in terms of low armor is the hull side with 7.6 centimeters. When hit here there is a chance of a ricochet.
Other obvious disadvantages
In the event of a close collision between heavy tanks and this American anti-tank vehicle, where to pierce the T110E3 will be determined by the shape of the lower armor plate. It is made in the shape of a semicircle, which greatly simplifies the task of dealing damage. At each joint point of this part of the structure there is a minimal layer of iron, and breaking through there will not be any special problems. The total thickness of 152 millimeters does not matter in this case. This advice is especially important for lower-slung vehicles. For tall tanks, it is best to take aim at the top armor plate at close range. It has the same thickness, but is easier to implement as a target for aiming. The side of the wheelhouse also has the same parameter, only if the equipment is actively moving from the position, getting into it will be an order of magnitude more difficult. This is already enough to ensure that no user has any problems with the task of where to pierce the T110E3.
The guide to the T110E3 and how to penetrate this American anti-tank gun should definitely include tips for artillery lovers. In fact, there are no particular problems for them to cope with this technique. The T110E3 lacks a shield, which means it is greatly weakened and vulnerable to attacks from above. It is especially worth noting here that the stern is 38 millimeters, which guarantees penetration of any model of artillery gun. A landmine charge with a successful hit will cause damage with almost 100% success. In this regard, the American PT is significantly inferior to the British, who are protected by the film adaptation. At the moment, these are all the main disadvantages of this type of equipment, which every tanker should use when playing.