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In World of Tanks, the objective is to kill all enemies or capture the base. Along the way for killing, there are many techniques for defence and assault. Another defence technique apart from sidescraping is called hulldown. Hulldown tactics are quite selfexplanatory, but the primary use of this technique is to cover up your hull, either to minimized the amount of tank you are showing the the enemy, or to show your strong points. Hull down tactics are used by tanks that have a turret that has thick turret armor, bouncy turret armor(extremely sloped turret armor), and/or a large gun mantlet that can eat up shots(means that the gun mantlet can take shot after shot after shot without having the solid armor being penned, meaning no damage taken) The t29, American Heavy Tank, is a very common user of hulldown tactics. At teir 7, having 160mm of armor is considered excellent. The T29's turret amor laughs at that 160mm armor. Having a whopping 279mm of frontal turret armor, this tank is the undisputed king of hulldown tactics. In addition, a very large gun mantlet covers up most of the frontal turret armor, which can increase the thickness to over 300mm of armor. Hull down tactics usually rely on having good gun depression, a strong turret, and a smallish cupola. The IS-3, T29, and T32 all have 2 of the boxes ticked off. The IS-3(JS-3 is you want) has strong turret armor, no cupola at all, but no gun depression. The T29 has strong turret armor, good gun depression, but a largish cupola, and the same with the T32. However, the main principles of hull down are to cover up your hull and expose your turret only to enemies.


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Sidescraping is one of the most effective defensive techniques you can use early on. It uses the principles of richochet, angling and cover. To do this, you position your tank against a wall in such a way that only your side and turret cheeks are exposed at a heavy angle, preferably at 65-85 degrees. Then you allow the enemy shoot at either your heavily angled sides or even more angled turret side. Chances are, they'll bounce right off. Then you can pop out and take a shot at them, 2 depending if you are sure you have a better reload, enough to reload before they can by 1 second. However, this only works if the claiber of the gun shooting at you does not exceed 2x your side armor. This is why only heavy tanks will use this technique often. But, if your tank can have at least enough armor to withstand the average caliber of your teir, you can sidescrape. Large tracks also help greatly in sidescraping, especially if the tracks cover up the hull. Tracks count as 20mm of spaced armor and therefore is very useful. But this is only effective if you can repair your tracks fast enough, so the repair skill, a toolbox, or a large repair kit is recommended if you like sidescraping often. You WILL get your tracks blown off often when sidescraping when enemies get frustrated at bouncing and start aiming to immobilize you. In addtion, you need to choose your sidescraping position carefully, you dont want to be hammered by artillery.


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One of the more important mechanics in WoT, penetration. Without this thing, the game would make no sense because teir 1's would be penning teir 10 heavies. Penetration relies on angles, thickness and raw penetration of the gun. The actual penetration deviates 25% +/- from the listed penetration. So if the average pen lists 100, the actual pen would be 75-125, this also aplies for damage. There is also the chance where the shell penetrates no armor at all, resulting in no penetration no matter the amount of enemy armor, this is why you will sometimes bounce off light tanks that your gun shouldve torn right through. There are 5 type of ammunition: AP(Armor piercing), APCR(Armor piercing composite rigid), HEAT(High explosive anti-tank), HE(High explosive), and HESH(High explosive squash-head), AP is the standard ammo for most, HEAT is a ammo that doesnt suffer loss of pen over distances, but doesnt benefit from normalization rules, APCR is high velocity/pen AP, with less normalization, HE are explosives and will detonate wether it pens or not, HESH wirks more like a high-pen HE. The angle of the point of contact is also a factor of armor penetration. The greater the angle, the thicker the armor. If the angle reaches over 70 degrees, the shell will automatically ricochet, and do no damage. But if the caliber of the shell exceeds the thickness of the armor by 2 times and the penetraion is enough, then you can 'overmatch' the armor and have a chance of penning the armor at extreme angles(Ex: 50mm of armor can be overmatched by 100+mm guns). There is a normalization in AP, the standdard ammunition most tanks use, that helps reduce the angle of the tank by about 3-4 degree. There are 2 types of armor you can be shooting at, Solid Armor, or Spaced Armor. Solid armor is armor that, if penned, will cause the tank to be damaged. Spaced armor, usually tracks or the gun mantlet, can be penetrated but no damage will be taken by the tank. Spaced armor usually has another Solid Armor layer underneath, so its usually very hard to penetrate compared to hitting regular armor.


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