Wednesday, October 31, 2012

WOT 8.0 Soviet Series the IS3 battlefield use experience


1. Firepower

bl9 225 penetration 390 average damage, firing rate 4.51, accuracy 40.

On the vertical stability after the circle is still relatively small, but the targeting is still relatively slow, and sometimes fail to seize this opportunity, S Department of artillery, but the the comparative idea that low rate of fire, lower than the D25T. DPM fight interpenetrating no advantage. Singles can also use the skills ricochet compensate for DPM disadvantage hit Rush melee brawl need to output when there powerlessness!

DPM great a constraint slower shrinking circle lowering the rate of fire, wear dark actual effect 225 200 or strong a lot, at least to play 59 basic jump, 75 crotch can wear , kv4kv5 also easy to wear, and so on. S line up from 175 to wear deep, bl9 is a leap can be worn most of the weaknesses, the accuracy is not bad.

Special Note: -3 giant and small angle of depression. Elevation angle is fairly normal vision 350 wholly inadequate, a lot of very good position not to your eyes open, no vision is very frustrating. Wild Force investigation of consciousness is usually very poor vision often not guaranteed, so their eyes open is the best choice. I do not have spare cash on ventilation, so carry artillery to good effect. Ventilation can take care of all aspects of performance, but the vision became Mishap -8 vision that much better.

Heavy compulsory pendulum angle to -3 here to become a dynamic point of view before enemy aiming Where, you put the angle where harder. Higher-end point, you can put a piece of armor to sell him become weaknesses response speed, when he turned to aim your weaknesses for another piece to sell him to interfere with enemy targeting, if not ricochet he can slow down the rate of fire!

2. Rejection turret preview. This is the most basic, but the basic skills

Do not wait for the body out of the turret began to turn, you have to go out the turret must first go about to fire at the direction of the turn, otherwise you car body out beaten, but you muzzle delay target!

Combat pay attention to their own hull and turret angle at any time to adjust to being prepared, which is the more important details. Forced by enemy fire coverage area, for example, the turret toward the direction of the enemy, and so little to give the enemy a turret.

3. Reversing telescopic

Many people also not be scaled thought telescopic is cf.

To Dhaka point, regardless of the opposite did not come, put a 25 degree blocking the front bunker, reversing out, so the AP basically can not hurt you. Your vision is the source of your turret, turret do not go out and can not see anything. Directly out sideways in some classic position is tantamount to seeking death.

4. Hide artillery lit artillery targeting and firing time must be calculated

Do irregular movement in the opposite artillery targeting period so that he could not guess your direction on foot in the time period most likely firing speed to minimize the damage.

5. dogfights, topview

The top cow to avoid the lower half of the body to the explosion, heavy artillery hit. Opposite aiming your scalp you bodywork turret with tamper.

-3 Usually is not active topview, the dogfights More cope in Tanzania. Someone around you bodywork turret turn together, placed the muzzle in front of him, and then aim can play! Slow rate of fire, not indiscriminately fired side above the black hole armor protection, the turret is fairly hard, speed not slow, the -3 in fact dog fighting.

1 comment:

  1. Do irregular movement in the opposite artillery targeting period so that he could not guess your direction on foot in the time period most likely firing speed to minimize the damage.Guild wars 2 gold
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