Overview of the art of the ACS VI, VII and VIII levels

Overview of the art of the ACS VI, VII and VIII levels of the World of Tanks

Today we will talk about artillery of the senior levels - VI, VII and VIII. Why is it so important to change the position after the shot, how appropriate to shoot at the tracers, what are the differences between the artas of different nations?

The tracer is the visible trajectory of the projectile's flight, which is visible within a few seconds after each shot in the firing zone. With large-caliber guns, it is the most noticeable, so the enemy artillery will not be difficult to calculate your location. If you want to live the whole fight, you need to change the position of the field of each shot, the easiest way: move forward or backward, more reliable - move diagonally in any direction. In the change of position there are difficulties: artillery standing in the forest or near destructible objects is difficult to move, remaining in the howitzer regime. A broken tree, a fence or a building is a great hint for an enemy artifact, so before each shot, you need to memorize the terrain around and immediately plan the route so as not to touch anything. For this maneuver, depending on the dynamics of the ACS, it takes from 20 to 10 seconds. Artillery with a recharge of more than 20 seconds can afford to move after each shot without affecting the rate of fire.

Now let's talk about how relevant shooting is on the tracers.

Yes, it is beneficial, but more often you will only fall into lazy artillery, on the more experienced you will start to lose time, shells and act to the detriment of your team. Let's analyze the reason. You see a tracer of the enemy artillery of the SAU, which means that she shot your ally and most likely caused damage. If you do not kill her after that, then the time and the projectile were wasted. And with each subsequent attempt you give the chance to shoot with impunity on the Allies, without damaging the enemy tanks. From the above, we conclude: it is advisable to shoot tracers only when no enemy tank is in the zone of direct shelling. Earlier we told you about some types of information, now we will show you a rational way to speed up the re-information.

In every battle there are times when you need to quickly move the sight from one square to another. To do this, we use the fixation of the gun: we clamp the right mouse button, then rotate the body of the artifact using the keyboard, parallel the camera behind the sight, when the body is rotated to the direction you need, we return the mouse cursor exactly to the point of sight, as a result we get a smaller circle from which Mixing. At first it may seem difficult and not very effective, but with experience you will realize that this method is practical and will help you to cope in emergency situations.

Let us proceed directly to the analysis of artillery of the senior levels.

Let's start with the VI level. Art-SaU 51 and SU 14 have the most powerful weapon among the brethren, which deals 1850 average damage and has a large scatter of fragments - 6.5 meters. Pay for it, they are poor dynamics and long recharging. Both ammunition is extremely small and in protracted battles it may not be enough: 12 rounds at С51 and 16 at SS 14 , therefore one should not make hasty shots without preparation. GW Panther - the last artillery in the German branch of the ACS, has good horizontal angles, which allows it to control a large sector on the map. Damage to the gun is noticeably less than that of Soviet classmates, but the rate of fire and accuracy is much higher. American VI level M12 can boast a good speed of data, for damage and rate of fire, it is similar to GW Panther. Lorraine 155 50 is the fastest ACS at its level. Excellent engine allows it to quickly accelerate, and a top speed of 60 km / h makes it possible to overtake the medium and even some light tanks. On this artillery it is most pleasant to move around the map, changing the direction of the shooting constantly. Of course, there are also disadvantages: the damage to the gun is the smallest, only 960 units, armored targets will have to be taken by the number of hits, not by quality.

Let's move to the level 7 CAU. The object 212 inherited from the predecessors a cannon of 203 mm, only with slightly better rate of fire and accuracy. The ammunition of this art is extremely problematic to spend for battle, so we can carry other types of shells with us without damage to normal shooting. For example, some gold high-explosive shells, which have a larger radius of scatter of fragments, can help to bring down the capture of the enemy behind the shelter, and thanks to the presence of armor-piercing shells, being close to the enemy, we can save our lives with one shot.

GW Tiger got the role of turtle at the VII level. Because of its low rotation speed, it can be almost anything. The gun has the biggest damage - 2000 units. The payment for this is a long mix, the worst accuracy among the brethren and the smallest angles of horizontal aiming.

The American M40 43 can easily be called universal. The gun is similar to the fact that it is installed on the Object 212 - 1850 damage units. The angles of horizontal aiming are best on the level. In the appendage to all its dynamics are much higher than those of Soviet or German classmates. Lorraine 155 51 does not differ from other French ACS and takes the title of the most dynamic and fastest artillery - 60 km / h, 850 horsepower engine with a modest weight of 32 tons, what else does a firefly need? But this is artillery. If the enemies attacked you, then on this PT SAU for a short period of time you will go away far away from danger. The best accuracy and reduction at the VII level, the only negative is a small loss of 1250 units.

VIII level is the crown of the branch of all ACS. It is here that all the differences between each machine are most noticeable.

Object 261 is very different from its predecessors. Instead of slow and slow artillery, we got one of the most dynamic and accurate ACS level VIII. The average damage to the explosive projectile is the smallest - only 1,700 units. But thanks to high accuracy and good rate of fire, we can also use armor piercing shells. This is an independent artillery, which can leave rivals, as well as just do not let them come to their rear.

GW TIGR received the same gun as the GW Tiger P, but with better rate of fire, accuracy and speed of information. The most motionless ACS on the VIII level, so it is most often used on the global map and in companies, where it is not abandoned to the mercy of fate from the beginning of the battle.

The T92 has the most powerful weapon with a damage level of 2250 units, it also has the largest scatter of high-explosive shell fragments - 9 meters with an ordinary projectile and 13 meters with a gold mine. This allows you to get rivals almost because of any obstacles. For such firepower had to pay a long recharge of 40 seconds and the slowest mix, which does not allow you to quickly switch from flank to flank.

Bat Chatillon 155 is a unique ACU of its kind. Has a drum that charges a little more than a minute, has 4 rounds of 1254 damage each with a recharge of 5 seconds inside the drum. This makes it possible to put a lot of focused fire on the target. The second in the game artillery after SS 26 has a tower with a rotation of 360 degrees, due to this it has a quick reduction, allowing you to control all the flanks. Familiar for the French car dynamics allows it to easily change positions throughout the fight.

Now let's talk about the equipment. It is almost identical for all ACS. First of all, we increase the rate of fire. To do this, we install the gun attacher, can not be installed on the Bat Chatillon 155. We improve the speed of data with the help of reinforced aiming drives. There are also several ACS on which ventilation can be set and all parameters can be improved at once - these are SS14, Object 212 and Bat Chatillon 155. For the others, we increase the visibility using optics or a stereo stub. On artillery of the senior levels the masking network is practically useless and will only occupy the slot in the equipment. Equipment standard - repair kit, first aid kit, and in the third slot - gasoline or oil, depending on the nation to speed up movement.

In the artillery guide of level 4-5 we told what skills and abilities are best studied, let's remember.

First, the commander needs a "Sixth Sense", as soon as we learn that we were discovered, we urgently need to seek shelter. We take the gunner "The smooth turn of the tower" - another improvement in our knowledge. For mechvod - "Off-road king" or "Virtuoso", it's always important to change positions quickly or to turn fast in dangerous situations. Radistu - "Radio interception", in conjunction with the equipment, we can see even further. The second skill for the entire crew is most advantageous to take "Combat Brotherhood", which will improve all the characteristics of the ACS. If you have an experienced crew and you have already completed a third or more skill, we recommend paying attention to such abilities as "Eagle Eye", "Master of all trades" and "Master Weapon".

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