Thursday, April 11, 2013

World of Tanks: Artillery Explained

After being fed up with how often I see people complain about artillery I think I should explain more about their dynamics beyond the perception people get that they are just 1 shot killing machines. Artillery may not require as much "skill" in certain aspects of the game but to be truly effective you'll have to master a very frustrating skill, relying on your team. Artillery by itself unless it knows where you're coming from and can funnel you in front of its barrel will almost always lose a 1 on 1 engagement. Artillery has to be an ambush tank when facing off in head to head matches because of their extremely low accuracy unless you are too close to miss. Most people see artillery as free kills when they are spotted because generally they are.

Where artillery really shines is shooting long range thanks to their arched trajectory and the strategic map. However this comes at a price because of the ranges involved and the reliance on team mates to not only spot targets, but having them spot the targets you can hit and where you need to hit. Because of the lower muzzle velocity of the artillery shells they'll arrive slower meaning that the tank you just shot at normally has over a second to move, and that is generally how long it takes for your shot to completely miss. To better go on about this without adding lots of bias and long winded paragraphs, I'll try to break it up into aspects of the artillery and say the good and bad of them in a sentence or two.

Shell Trajectory
Good : It can hit tanks behind obstacles that block direct fire.
Bad : If a tank moves backwards or forwards your shot will miss a lot more often unless you compensate for it because you are aiming at a location, not a direction.

High Damage
Good : You can generally deal more damage then other tanks your tier per shot
Bad : This is balanced by long reload and aim times meaning you'll generally do less damage in the long term unless you're given the time and the targets to make each of your rounds count.

Splash Damage
Good : Even if you missed which 50% of the time you'll probably do, you'll at least do some damage and hopefully track the tank you're shooting or even hitting multiple tanks. This is very nice since it helps balance out the inaccuracies of trying to hit a tank by picking a spot on the ground to shoot.
Bad : Because of the bad accuracy at range, the splash will generally see a lose in vital damage you need to deal. And if a friendly tank happens to get too close to your target you could end up paying for his or hers repair bill.

Long Range Support
Good : Due to the mechanics you can sit far away from the battle and contribute to the war effort along with being able to shift your support across most of the battle field in under half a minute.
Bad : Because of the mechanics and the range, you'll see your shots increasingly miss due to accuracy, the target moving, or even your team killing them in the two seconds it takes your shell to hit the ground.

Close Encounters
Good : You can set up a trap and whamp someone when they run in front of your barrel
Bad : Unless you can pull off a 1 hit kill or you have team support, you're dead.

Tiering
In Game : SU-26 is tier 3, grille is tier 4, and an S-51 is a tier 6 artillery.
Actual : Due to special matchmaking these artillery are actually tiers 4, 6, and 8 respectively. So when you see a Tier 5 artillery, think of it as a tier 6~7 instead.

Anyway is artillery overpowered? Yes when viewed in a bubble however an artillery in the game has very little power to influence how a battle can turn out unless it can take out those key tanks at the key moments. So now I'm going to go onto a short list of general artillery tips to hopefully make yourself better at it.
  • Use the X button, it will save you a lot of potential damage since that hair breath of a degree can mean the difference between your reticule blooming out and you getting that shot on a tank.
  • Learn how to lead targets with positioning of your tank's hull and crosshair. The best way is to pick a spot where the target will be and zoom in there instead of following the tank.
  • Reposition often, especially when there are more then two artillery a side. The chance of someone counter-artying and finding an artillery's tracer is drastically increased. Also due to your low health they generally just have to land that shell near you instead of directly on top of you. You only have to move a few meters at a time.
  • Focus on damage over kills, this is side tracked by those tanks you need to kill because they'll tear up your team.
  • Check the minimap often! if you see that scout coming for you prepare for him, he'll probably spot you and shoot you before your team can even hit them. A lot of times you'll get enough time to at least throw a shot at their face before they wrap behind you and kill you.
  • T up your target before you shoot it, (the "I'm shooting this guy key") hopefully your team mates will keep that guy lit / not instantly kill him so your long long reload is ruined.

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