Overview of ACS IV and V levels

Many players stick to simple rules: Art shoots only with the base, there is no need to move it, it's wrong. For self-propelled guns is extremely important to my position during the battle. First, the smaller the distance between the ACS and the target, the sooner the projectile before it drifted, and hence the easier shoot proactively move on the tank. This is the easiest way to improve shooting accuracy, reducing the average distance to the target is justified in almost all cases. Secondly, the choice of non-standard positions makes it possible to sweep the place, where there are enemy tanks, consider themselves protected from artillery fire. After the first shot, you put it in front of a choice: wait for the next of your shell, or to change its position urgently. This often causes the enemy to travel to the affected area of ​​your allies. The third is to improve their own survival, as the enemy, to break into the base, you will not be able to quickly find and kill.

SAU just need to constantly change position throughout the fight, remember this.

Every shot starts with its preparation, namely to process information on the target. It also needs to be done correctly. So, is reduced even on a fixed machine, you must leave the reserve of tools on the horizontal tip, on both sides of the target. This will not give the enemy the opportunity to leave the area of ​​your details if he suddenly changes direction. It is not always possible to comply with this rule. Different situations in combat can use the information to force the band edge for the shot, and do not calculated the movement of sight can be the most important point to get a big spread, forcing re-take the time to prepare for the shot. To avoid this, you must learn to use the body lock function, the default keystroke X in the mix. This will protect you from an unplanned spread of sight.

During the battle the artillery repeatedly have to move the camera virtually all over the map, to speed up the process, you can use the comfortable combination: press Ctrl and the right mouse button to click on the mini-map in the point that attracted your attention. The camera instantly move to a new place and ACS will start to rotate after the gun until gun will not look in the right direction.

There is another similar technique to monitor the situation in the battle. Let's say you are reduced to a certain place, but at this point you need to assess the situation on the other flank, for example, there is the enemy lit up and you do not know who it is, and want to see if there is need your help. Not necessarily immediately interrupt the mix, you can just use a gun lock, which is done by pressing and holding the right mouse button. Once you can move the camera to another part of the map, to get the necessary information, and then return the camera and the mouse cursor to the original position of the sight and release the right mouse button. These simple techniques will help you increase the speed of the shot training, and experience comes from practice, as well as any other technique.

Let us turn to a more detailed analysis of the features of artillery IV-V levels.

Let's start with the most important, with guns. In this regard, among the 4 levels from different classmates strongest representative of German Grill, which has the largest one-time missile damage of 680 units. Its benefits are particularly noticeable in high-level battles where even heavy tanks 8 level have to be afraid of this machine and to seek shelter from her fire.

The remaining three members of other nations: the Soviet SU-5, American M7 Priest and frantsuzcky AMX 105AM have a lower projectile damage, about 400 units, which, however, is offset by a greater rate of fire. These self-propelled guns are more dangerous in low-level battles where tanks armor is small and poorly protects against high-explosive shells, sunglasses and tank strength about equal to the average of the projectile damage. Only SU-5 has several notable disadvantages: the first - is the smallest range, 600 meters, when all the other self-propelled guns of the 4th level are capable of firing more than 1000 meters, but this disadvantage is offset by a steep trajectory of the projectile flight, allowing you to hit target behind obstacles, safely hiding equipment from other fire self-propelled guns. Another minus - is the small size of the ammunition, only 14 rounds, which will end at the most inopportune moment.

At 5th level, all the tools are very similar in ACS damage and rate of fire. Their main difference - is the speed of information. This is the clear favorite of the SU-8, it is easiest translated from flank to flank with the minimum loss of time. A longer just preparing to fire an American self-propelled M41, so it is most advantageous to change the shooting direction, only after the shot.

On the radio, none of the self-propelled guns, no problem, because their peers have given radios equipment 8-10 level. The smallest range of communication has got SU-5, and SU-8, 615 and 625 meters respectively. But this is enough to reserve for all the necessary information from the Allies.

We have already told, what is so important to the movement of self-propelled guns on the map. Now let's see, who to deal with it better than others.

Among the 4 levels most quickly gaining speed M7 Prist, and SU-5 is still "fall behind." The largest maximum speed has AMX 105AM - 60 km / h, which allows you to pass long distances faster than anyone. The latest re SU-5, which can only accelerate up to 30 km / h.

When it comes to turning on the spot is a favorite of AMX 105AM and Grill, while here M7 Prist turns very slowly. Yurkomu firefly easiest way is to tighten it, all the while remaining rear.

At ACS 5th business level is as follows: gaining speed is about the same, only slightly ahead of the rest of Hummel in the beginning, but when it comes to maximum speed, then the undisputed leader again becomes a French AMX 13 F3AM c it 60 km / h. M41 gives it quite a bit in last place again Soviet self-propelled guns, now SU-8.

Unlike Hummel, which rotates twice as fast as their classmates turning on the spot do not shine just two self-propelled guns - SU-8 and M41.

It is worth noting that these levels artillery good masking coefficient, which allows shooting from behind the bushes not average distances without fear of being seen. Froze in place, you can avoid detection, even when the enemy crept very close.

However, the higher the level of self-propelled guns, the lower the standard camouflage car, so do not try to increase this setting first.

Another significant advantage enjoyed by almost all ACS 4-5 level - a great review. The drain configuration without modules, and additional perks. rations they are viewing in the range of 390 meters, and it is 10 meters lower than most tanks 10 level. Only SU-5 is released again for the worse, it reaches only a review of 320 meters.

Review - is what many do not use artillery, believe that they should highlight teammates. Although it often happens that the closer to the end of the fight artillery remains naked with some wing or even one. At this point, you can turn the outcome of the battle, highlighting enemy for himself or for other Union ACS before you find. In addition, many tanks 5-8 level review are less than the artillery on 40-50 meters, or even worse. You can not miss the opportunity to use this advantage.

Let us turn to the equipment, noting the most useful for artillery.

The first slot is set rammer, which allows reduction of recharge time, which increases the number of shots, and it directly helps to fulfill the main task of the artillery - cause as much damage. The second slot will take amplified pickup actuators. Rapid reduction makes it possible to prepare quickly shot or transferred to another wing of the battle. The third slot is among a large number of disputes of players, but relying on the advantages of using a good overview of ACS described above, we offer you one of the two options. First - coated optics, suitable for a more dynamic style of play, when in a dangerous situation, you can illuminate from behind the hill or any other shelter enemy tank. Second - telescope, is the choice of those who prefer a light-cured equipment of the enemy from behind the bushes, undetected. There is another option, which assumes a more passive game. If you are willing to sacrifice the benefit of reviews in favor of a small gain stealth during stops, that is installed on self-propelled camouflage net.

The choice of equipment is quite simple: the first two slots take repair kit and first aid kit. If you wish to maximize the dynamics of your car, the third slot is set oil or gasoline, but if your goal is to earn more credits, then there will come in handy fire extinguisher.

Now choose the crew skills.

For the commander of the most important skill is the sixth sense, one should not underestimate its benefits. You will always know that you have found, and it is time to seek shelter. Gunner take a smooth rotation of the tower, which reduces the spread, though at ACS and no tower, is the ability to work during trunk movements. In the driver, select one of the two - the king of off-road for a quick change of position or a virtuoso, use of which will prevent the enemy come to you in the rear at close range. If there is a radio operator, he should give radioperehvat - tangible bonus to an increase in car review. For charging can be useful skill desperate to have time to recharge when the safety margin at the end of the machine. The second most useful skill to take the whole crew of combat brotherhood, which gradually improve all parameters of the tank, and most importantly reduce overcharging. Remember that the combat brotherhood begins to work only when the entire crew pumped by 100%.

If you liked it SAU 4-5go levels and the crew already have about three perks, opt for masking can significantly improve survival in combat.

So, to win you must: the first - do not forget to move around the map, taking non-standard position, remember that successful destruction of the enemy is beneficial to reduce the distance for the shooting. Second - the right to prepare for the shot. The third - to know the strengths of the technology on which you play, and to be able to use them.

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