Saturday, March 23, 2013

World of Tanks: Equipment

So some of you might be asking yourself, "Gee I wish I was as tank savvy as Serge is and has his amazing alcohol to blood ratio!" Well yo are in luck since I shall treat you to a completely different statement, "Gee Willickers I have no idea what equipment to put on my tank, woe is me."

Please note that this is mainly based on your needs, pick the stuff based on what you decide is most important.

Default Scout
  • Suspension (less chance of being tracked for T-50 mostly)
  • Coated Optics (Spot things further and faster)
  • Toolbox / Binoculars (Repair tracks faster / spot more no matter if you are moving or sitting)

Passive Scout
  • Binoculars (you're sitting in a bush just close enough to spot)
  • Camouflage net (Don't want to be seen)
  • Optics (While driving to the bush, you can see if someone might spot you)

Brawler
  • Rammer (More damage)
  • Vents (More Damage and Accuracy)
  • Vertical / Toolbox (Easier to hit crap / Less being tracked)

Sniper
  • Rammer (More Damage)
  • Vents (More Damage and Accuracy)
  • Camonet / Binocs (Don't get shot / Spot tanks for yourself while sitting behind yer bush)

Artillery
  • Rammer (My devil the reload speed bonus is AMAZING)
  • Gun laying (My god that aim time reduction)
  • Camo net / Spall liner (half a second safer from scouts / less likely to be killed due to country arty splash)
  • BONUS: If your artillery can get vents, get it! (Obj. 212 as an example)


 Breakdown of each module
Image Name Role Modules Why
Net Sniper / Passive Scout / SPG 3rd +25% for camo rating while stationary, best on TD and snipers supporting behind a bush.
Binocs Scouts / Campers 3rd The biggest disadvantage is that you have to stay still to get the view range bonus. In heavies and meds you'll be moving too often to be useful.
Toolbox All but SPG's 3rd +25% repair is AMAZING on all tanks and until you need the 3rd module this is highly recommended just because that 25% could be the difference between a fatal blow to your side and backing up behind that building.
Spall Liner Big Ass Tanks and SPG's 3rd Decrease (counter) arty damage from splash / Derp protection / decrease ram damage for those silly buggers.
Wet Ammo Certain Tanks 3rd If your tank gets ammo racked and blows up a lot and you have not learned safe stowage then you'll want this.
Engine Filter Certain Tanks 3rd +50% engine health so it helps stop it from being set on fire or killed as often.
Fuel CO2 Certain Tanks 4rd +50% fuel tank health, Same as the engine one, get if the fuel tank gets set on fire a lot.
Suspension Scouts and certain tanks 1th / 3rd Suspension can mean the life or death of scouts, and certain tanks like a Churchill where your tracks are very far out there can benefit greatly from this.
Gun Rammer Anyone Shooting 1st -10% reload rate will boost your damage, experience, kills, and survivability a great deal. That 1~10 seconds boost to reload is a blessing.
Enhanced Aiming SPGs 2nd SPG's LOVE it with their 30 second aim times. It can be put on other tanks but should be the 3rd module as a lot of tanks can use something better.
Vertical Stabilizer Brawlers 2nd If you do any kind of moving and shooting get this if you can, that 20% less movement penalty will mean you are incredibly more accurate when moving like during a peek-a-boo
Coated Optics Scouts and 3rd module 2nd / 3rd Amazing for scouts and those that decide to use their 3rd module slot for spotting the enemy that small amount further.
Grousers Certain Tanks 4th So you have better traction, maybe good on the artillery but meh.
Ventilation All Tanks 2nd +5 crew efficiency means everything is better. This includes Mentor.

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