To best explain the every day one on one engagements I'd like to first boil down an average battle into the different parts that brings us to these engagements. A better title wound be something like 1 on 2 since the only two tanks you'll ever be actively worrying about on a second by second basis is the tank you are actively engaging against (shooting at) and the next tank that will hit you. However I must hold this train of thought for a moment to get down to those two crucial targets.
The Flanks
At the heart of every battle there exists three flanks that all tanks who leave the base / deployment zone go which is either the left, right, or center flank. A few examples include Enks where there is the city (left), Rails (center), and Field (right) while Himmelsdorf has Rails (left), Courtyard / Tank Alley (center), and hill (right). Now from watching you might think certain maps, especially some encounter ones don't have flanks because of the positions of the spawns like steppes but they do (1/2 line, field, cap). Also please keep in mind that certain flanks like the mountain pass in Lakeville where you're between the mountain and the lake is a valid flank, but due to survivability it is seldom used for more then two or three tanks total.
Engagements
Now out of the 15 tanks on your team lets say three are artillery meaning we're bringing down the total count of tanks that can be on your side of the map down to 12. Out of these we can safely guess (based on map) that about three tanks will head to the center flank, these are generally faster scouter tanks since they want to get early lights (detections) and stop the other scouts from an early base rush to kill artillery. So knocking down another two tanks brings us to a possible 10 which we'll balance between the two exterior flanks (right and left). So lets say your current engagement will be a thrilling five on five (or 8 on 8 if you include artillery)!
Micro Engagements
Even though the current engagement is 5 on 5 due to cover (buildings, terrain, bad gun depression) and reload rates that 5 on 5 can realistically be broken down to 2 on 1 or 1 on 1 micro engagements with just a few seconds between each encounter as another tank reloads or pulls out of cover to take another shot.
So after boiling the battle down to the moment by moment action lets go into the finer details of going through the motions of your tank against theirs. The main thing is keeping your tank from being hurt followed by dealing damage. The longer you live the more you can do so positioning your tank will be your utmost priority, this involves getting into cover, angling your tank, and moving to get a shot.
1 on 1
The easiest way to die is to have your weak spots shot such as a commanders hatch and the back of your tank. To best protect these and stay alive you'll need focus on the position of your tank in relation to the tank that's shooting you. One of the easiest ways is to use the environment to cover your tank such as being behind a building or rock, or even being on the part of a hill where the enemy tank's gun depression can't reach.
However you'll always be put into the position where your tank will be hit, and in order to minimize the chance of being damage you'll have to angle it. In general my goal while angling is to have the round bounce which generally happens when they hit a piece of armor too thick for their penetration or angled enough that the round actually skips off the side of the tank like a pebble. Besides having this lucky scenario happen my other goal is to have them hit my tracks so that the kinetic energy disperses through my tracks enough that it can't penetrate the side armor. In general this means about a ten degree angle facing slightly away from the enemy tank.
In situations where the enemy tank is behind me however trying to get my front to face them might not be the most viable tactic since they'll get a perfect shot on my side where there are no angles steep enough to induce a bounce. When this happens I try to angle my tanks butt as best as I can so that hopefully they either bounce off my side or disperse in my tracks, it doesn't always work but it is way better then a 100% chance of taking damage if they have a full side shot.
Also remember, always move aka wiggling. The only time to sit still is when everyone that can shoot you can't due to cover or their reloading, otherwise you'll want to continually shift forward / backwards and side to side since if you are sitting still they can aim at your weak spots a lot easier. If you've ever tried hitting the commander hatch on a Super Pershing while it is rocking back and forth from 100m away compared to when it is sitting still you'll see the difference.
So besides using cover (terrain and tanks), angling, and wiggling to protect your tank lets talk about damaging their tank, this will be a bit shorter since the finer points of fighting one on one battles exists in staying alive over dealing damage. Besides sitting in front of the tank and trading blows one of the easiest ways of dealing damage is to just rush past them to get side / ass shots. Of course they'll turn around and shoot you in the side as well if they aren't reloading when you get to that point but especially if you have back up to take advantage of their inability to angle against two directions at once. I do this a LOT against tanks like Super Pershings with my IS-6 since in general it is easier to damage them in the side and I can generally get away with it since they'll focus on getting shots on my side so I can re angle while their busy either focusing on shooting me or re angling themselves.
Showing posts with label angling. Show all posts
Showing posts with label angling. Show all posts
Wednesday, April 10, 2013
Thursday, April 4, 2013
World of Tanks : Simple Basics and Tips
So there are some basic tips and information that some newer people would definitely benefit from learning. Hopefully I can contain myself without delving too much into the what and how so people won't get confused by too much techno-babble.
Consumables
These include things like ammunition, repair kits, fire extinguishers, and chocolate. They are one time use items that you have to either manually purchase or set up to automatically reload after you have use them on your tank (My suggestion is to always turn on automatic resupply). In essence for ammunition I suggest a split of 60~90% regular (default), 10~30% gold (switch it to "buy with credits"), and 0~5 rounds of HE (if it isn't the default).
For the other fancy consumables (4,5,6 keys) I suggest the first aid kit (4), repair kit (5), and a fire extinguisher(6) on every single tank. Believe me that this load out is worth it even on a tier one. The amount of exp and credits you'll lose compared to that 3,000 credit cost for an extinguisher is silly. The first aid on the 4 key to fix your driver fast is great for fast tanks where mobility is life, and the repair kit on the 5 key to fix your tracks fast is also a life saver.
Please note to always turn on automatic resupply, you don't want to enter battle with just 1 HE round loaded.
Your First Gold
So my recommendations on how to use it...
Staying Alive
So you want to stay alive longer so you can deal more damage and earn more exp and credits. My biggest advice is hang back for the first minute or two of the game. Don't just hide in a corner but slightly back from the front lines with a place to hide behind so you can deal damage to enemy tanks while you figure out where to go to deal more damage safely. Never rush straight at the enemy without an advantage like across the field on Malinovka.
One of the easiest ways to stay alive is to not be seen in the first place. If you are shooting in some bushes please remember that all bushes within 15 meters will not hide your tank when you shoot. So if you want to snipe at someone without them seeing you the bush in front of you has to be 100% non-see through. So as long as you can't see through the bush, it will pretty much always grant you a cover / camouflage bonus.
Also when you are spotted and there isn't much physical cover such as buildings you'll probably want to start moving. Unless you know you are not spotted constantly moving is one of the best ways of making sure you don't suffer the shell end of an artillery. I can't count the times I see people just stand still to shoot a tank 2~5 times giving my artillery enough time to zoom all the way in for that perfect shot on their engine block. Rocking back and forth a bit, maybe turning a little to the side as you rock so you're not going into the exact same place every time and keep in mind that artillery might be focusing on you can keep you alive a lot longer.
Angling your tank
Since you have the most armor on the front of your tank you'll want that end facing the guy shooting you. You'll want your tank facing almost directly at the guy shooting you, not directly facing since a 5 to 10 degree angle will increase your effective armor making you slightly harder to kill. If they have a good angle on your rear / side your best bet is to move as you rotate since they'll have to turn their turret as they aim at you giving you a little bit more wiggle room since they'll be just that much more likely to miss.
Some one off tips
Consumables
These include things like ammunition, repair kits, fire extinguishers, and chocolate. They are one time use items that you have to either manually purchase or set up to automatically reload after you have use them on your tank (My suggestion is to always turn on automatic resupply). In essence for ammunition I suggest a split of 60~90% regular (default), 10~30% gold (switch it to "buy with credits"), and 0~5 rounds of HE (if it isn't the default).
For the other fancy consumables (4,5,6 keys) I suggest the first aid kit (4), repair kit (5), and a fire extinguisher(6) on every single tank. Believe me that this load out is worth it even on a tier one. The amount of exp and credits you'll lose compared to that 3,000 credit cost for an extinguisher is silly. The first aid on the 4 key to fix your driver fast is great for fast tanks where mobility is life, and the repair kit on the 5 key to fix your tracks fast is also a life saver.
Please note to always turn on automatic resupply, you don't want to enter battle with just 1 HE round loaded.
Your First Gold
So my recommendations on how to use it...
- Get about 5~10 tank slots to start with (you'll use them all up fast)
- Get a premium tank
- Train a crew to 100% on a tank you use a LOT (preferably one you won't sell for a long while and is higher tier like 4~6)
Staying Alive
So you want to stay alive longer so you can deal more damage and earn more exp and credits. My biggest advice is hang back for the first minute or two of the game. Don't just hide in a corner but slightly back from the front lines with a place to hide behind so you can deal damage to enemy tanks while you figure out where to go to deal more damage safely. Never rush straight at the enemy without an advantage like across the field on Malinovka.
One of the easiest ways to stay alive is to not be seen in the first place. If you are shooting in some bushes please remember that all bushes within 15 meters will not hide your tank when you shoot. So if you want to snipe at someone without them seeing you the bush in front of you has to be 100% non-see through. So as long as you can't see through the bush, it will pretty much always grant you a cover / camouflage bonus.
Also when you are spotted and there isn't much physical cover such as buildings you'll probably want to start moving. Unless you know you are not spotted constantly moving is one of the best ways of making sure you don't suffer the shell end of an artillery. I can't count the times I see people just stand still to shoot a tank 2~5 times giving my artillery enough time to zoom all the way in for that perfect shot on their engine block. Rocking back and forth a bit, maybe turning a little to the side as you rock so you're not going into the exact same place every time and keep in mind that artillery might be focusing on you can keep you alive a lot longer.
Angling your tank
Since you have the most armor on the front of your tank you'll want that end facing the guy shooting you. You'll want your tank facing almost directly at the guy shooting you, not directly facing since a 5 to 10 degree angle will increase your effective armor making you slightly harder to kill. If they have a good angle on your rear / side your best bet is to move as you rotate since they'll have to turn their turret as they aim at you giving you a little bit more wiggle room since they'll be just that much more likely to miss.
Some one off tips
- If someone is moving around you fast, remember that you can turn your tank and your turret at the same time.
- Remap the fire extinguisher to an easy to reach button like on the mouse so when you are set on fire you can put it out FAST
- Remap your shift button to an easier one, you'll use to zoom in/out feature a lot and scroll lock sucks.
- Never run anything under a 75% major qualification crew, the performance difference is just too large.
- Equipment (vents, rammer, etc) is worth the few million credits, especially on tanks tier 6 and up since you'll be keeping them longer then an hour.
- If you are camping, do it where you can get shots in. It isn't worth sitting somewhere that won't see action until the battle is over.
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