10 rules of the game on heavy tanks

All the famous online game World Of Tanks gained considerable popularity in its three years of existence. As in other similar games, your task is to compete with other players. But the feature of this game is based on such small details as individual modules, where the level of armor, or the damage is always different, and hence the vulnerable points - have different locations.

Playing World Of Tanks, you very often had to hear the phrase "did not break", or "armor is not punched". It's not so trivial as in other games, that if, say, the sword's damage is less than the enemy's armor, then in any case you do not break through. No, it's not. In this tank simulator, you just have to look for weak, easy-to-break points.

The most armored class of technology in the game is undoubtedly heavy tanks (TT). All the salt is that this technique is armored (if you take all the modules separately) more than any other class.

If you can not break through, playing against the TT, remember - each TT (no matter what level) is always in front of a point where you can easily break through. Of course, it is not always convenient to shoot at such points, but what should I do? Therefore, the first, and perhaps the most basic rule of the game on TT - to know where the tank is nailed, including yours, so as not to expose the punched points.

The second rule . It is not necessary to learn and cram all points on all tanks. The main thing is to be able to play on your tank. Knowing where the tankman is in the tank, the angle of the "safe" inclination of the tank, the level of booking, and easily (and hard) punching places - you will be able to fully master your tank, which is an important topic during the game.

The third rule . Correctly put the tank body. To save themselves from another hit, many (mostly German) tanks will use the position of the corps with a rhombus. Due to its rectangular shape, the German tanks expose their front corner directly to the muzzle of the enemy. By this you guarantee a rebound. Playing on the US and British tanks, you become not a rhombus, but straight forehead to the enemy, sliding the body in the side by 10-20 degrees. The position of the diamond on Soviet and Chinese (as well as French) tanks is not applied.

Rule four. Playing TT, you will often have to tank. If you know the right angle, under which you can go without opening your forehead to the enemy, then such a system will prove to be very useful. If you do not know how to tank - do not play TT!

Rule number five . If you like playing with such TTs where the tower is heavily armored, or the gun is low (or better, both), then you can easily use the terrain. Best of all, when the enemy on the mountain, and leaving, he puts the vulnerable spots, and you are on the mountainside, from where you can easily hurt the enemy, while remaining intact. For such tactics, the tanks of the USSR and the USA are best suited (mainly after the 8th level of technology).

The sixth rule . Playing TT, remember one thing - Art is your worst enemy. Even with the release of the latest updates, where the art has been severely curtailed, this is no reason to relax. Remember that the main goal of the art has always been, is, and will be a slow technique (in particular German TT).

Rule number seven. A true TT lover will never take Frenchmen. French TT - is difficult to attribute to real strands, because their armor level does not match the category of such tanks. So all the rules listed before, do not apply to French (as well as American T57 ).

Important in the correct, command game will be the eighth rule . Since you are playing TT (it's not for the French, again), then remember - you're a TT, and you must always go first, and take the first shots, using the skills that you have gained by reading this article. This is your task. The rest depends on your allies.

Rule number nine applies not only to TT, but also to other types of equipment. Follow the mini map. Since you are playing a slow tank, you will need to try to predict the action on the map, even before the outbreak of hostilities. On this depends the outcome of the battle, as well as your situation. After tracking the mini map, you can change the position of the battle.

The last, and also the global rule , is that you must know your task, position, and also understand how responsible you are for the fight, and what can depend on you.

That's kind of just a game, but it's done so much in detail that for many World of Tanks has become more than just a game for spending free time, or to play with friends.

See also: