Wot which modules to put. Pumping PT SAU (modules, crew, additional equipment). Stabilizer vertical pressing

Each World of Tanks player must remember - strong tank quality can be strengthened. Weaknesses, respectively, must be eradicated. Achieve a technical balance in the car is possible using the crew (its skills and skills), equipment and equipment ..

Stock pocket does not pull

By purchasing the first level 2-3 tanks, buy equipment. At least removable. It includes: a camouflage network, a stereotrub and a tool box. They are transferred from technology to technique without the need to dismantle paid by gold. Therefore, it is not necessary to purchase with a dozen camouflage networks or stereo rub. Enough pairs of instances.

Masking Network (MS) reduces the visibility of the fixed machine. The action is activated 3 seconds after the stop. MS adds: 15% of imperceptibility for anti-tank self-propellants; 10% for light tanks (LT) and medium tanks; 5% for artillery and heavy tanks. MS is useful for a secretive and positional combat inherent in PT-SAU, as well as passive LT intelligence. The mass of MS is 100 kg, and the price is 100,000 credits.

Stereoscopic telescope Adds 25% to a survey of a fixed machine (no more than 445 meters). It allows you to detect the enemy before he is you. The right of the first shot is an important advantage in the game. Stereotrub, like MS, is suitable for wartsy PT-SAU or LT. She is good and so that there is a lack of many tanks - a low radius of the review. Sorry, the properties of this utility subject are not summed up with enlightened optics. The mass of stereotrums is 50 kg, the price is 500,000 credits.

Toolbox increases the rate of repair of damage by 25%. It is often installed until the crew pumps the repair skill, and after being removed. The weight of the drawer has a lot - 100 kg, and cost and suppressed - 500,000.

Complex equipment

It is dismantled from the machine only for 10 units of gaming gold or after the destruction. For this reason, experienced tankers hold the galloping of gold about the reserve. In the name of savings, think carefully in one or another module on your favorite tank. He is not rubber.

Springs They are divided into many types specified in Wot Wiki. Their main tasks: an increase in the carrying capacity of the chassis and softening damage during falling, so the springs are useful in two cases. First, they allow you to install (heavier) cannon or tower, if there are not enough experience to study the chassis. Secondly, they insure an easy and fast tank from severe damage when falling from hills and hills. The cost of springs varies from 20,000 to 600,000 loans. Not to say that this is the most useful equipment in the World of Tanks, but sometimes they make sense to be installed on a temporary basis.

Antioxcine Stern. - Another type of equipment that is not particularly popular. It enhances the protection of the tank from the fugasal shells of artillery and reduces the risk of the contusion of the crew members by 20/25/30 / 50% depending on the type of approach. The cost is gradually from 50,000 to 750,000. To buy such a thing is reasonably only for massive cars, often suffering from accented artillery fire. However, it is better to save a place for more useful accessories.

Improved ventilation (Class 1-3) adds 5% to all crew skills. An excellent choice for those who want to receive an advantage in battle. Equipment is not available only for cars with open logging. The cost jumps from 50,000 to 600,000 credits, and the mass is 100/150/200 kilograms. Improved ventilation must be installed on any tank regardless of the game style. What for? Then that recharging is faster, the review is better, and movement maneuverin. In combination with the skill "Combat fraternity", a commander's bonus and premium equipment, you can increase the standard characteristics of the machine by 32%.

Wet smoking Adds 50% strength to ... ammunition. Everything is simple. Not the most needed equipment in the game, but in isolated cases can help.

Resselon It can be a warm and gun, sharing at the middle and large caliber. It reduces the time of reloading tools by 10%. It is a pity, tanks with drum charging The useful device does not shine. Exceptions are: 59-16, Type 5 CHI-RI and SPAHPANZER SP I C. Yes, and because these machines have an alternative gun with standard recharge. The cost of the rate varies from 200,000 to 600,000 credits and do not regret them. Quick Recharge - more shots - Above the amount of damage - more seriously contributed to the victory.

Additional primrates In most cases, a waste of 250,000 loans. One of the most useless and rarely used types of equipment. Increases the permeability of weak and middle soils, but has strict limitations by type of equipment. Gruppes are put on only 12 cars and then mostly German. Use instead the skill of the mechanic-driver "King of off-road".

Filling tanks CO2. Adds 50% of tank strength, as reducing the risk of fire. It becomes available with the VI level of technology. Equipment divides the "honorable" place for unnecessaryness with primers and a filter "Cyclone". It is useful for those whose tank is burning in every battle of Aki witch at the bonorable of the Inquisition. The rest is also recommended to use the "Clean and Order" skill.

Enlightened optics - Useful object adding 10% to the review radius and working in motion as opposed to stereotrum. Put optics is possible on any tank. "Blind" machine is needed for obvious reasons. "Zorky" will erect the possibility of detecting the enemy to Absolut. Usually, the optics is installed medium and light tanks, in whose tasks include the search for the enemy. It is 500,000 credits.

Stabilizer vertical pressing It is installed on the lungs, medium and heavy tanks of the VIII-X level, as well as in some ranging machines below. The module reduces the spread of the gun when moving and turning the tower, i.e. Enhances the accuracy of the go. It costs from 500,000 to 600,000 credits. His purchase is strictly recommended for fans of Soviet and American Art or TT.

Reinforced sticking drives - Need for any tanker thing. Regarding most of the guns are reduced slowly, and the drives reduce this drawback by 10%. For some machines, this equipment from the panacea turns into doping, increasing the already rapid reduction until indecent speeds. Falling it is not worth it, but half a million exactly.

Filter "Cyclone"increases engine strength by 50% with restrictions on soviet tanks And infinitely far from the status of "hit sales". So it's not worth your 500,000 credits.

Summing up and distribution of advice

Not all equipment is equally useful and efficient. The most important thing for the player is to choose the perfect kit for a particular machine that reveals its potential completely. Take, for example, the "American" x level without explicit cons - T110E5. Good stabilization of the gun is complemented by a stabilizer of vertical tip. Fast recharge is accelerated by an instrument rate. Crew skills increase after installing improved ventilation. As a result, T110E5 becomes even more accurate, faster and more dangerous for the enemy. Soviet heavyweight VIII level IS-3, on the contrary, there are deficiencies. However, slow mixing of the guns is leveled by the actuators, poor shooting on the move - a stabilizer, and slow recharge - a large caliber rate.

Board Finally: do not waste great amount loans for the purchase of modules, and try to wait for festive shares from wargaming. Discounts on the equipment will allow you to replenish your own warehouse, saving significantly on purchases.

Due to its characteristics, Type 4 Heavy is considered the most terrible and mighty among classmates. In addition, in a slot, the awesome aggregate, which brings the horror waves on enemies in Random at the slot. Therefore, the predecessor must fully comply with his older fellow. In addition, in last update Japanese heavys are well approved, improving booking and weapons. Consider the updated Type 4 Heavy in more detail.

Type 4 Heavy Hyde

Let's start with the fact that the ninth Japanene has a record in the level of safety margin in 2,050 units. It deserves attention and quite acceptable radius of view of 390 meters: the value is not a reference, but can be improved by the expense of the crew perfect and perfumes. A significant disadvantage that reduces the survival rate of the machine is a bulky silhouette and low maximum speed. Getting along the tank is quite simple, and low speed does not allow you to quickly remove the car from the fire of artillery.

TYPE 4 HEAVY

Separately, it is worth considering the armament of the Japanese. Players for the choice are offered two guns that have simply phenomenal for the ninth level of damage. It is worth noting that both guns are installed on the next 10th level tank, which gives a certain charm and a highlight.
Let's start with the basics. Basic weapons are represented by a gun 14 cm / 50 3rd Year Type, caliber 139.7 mm. This tool is installed on heavy long, so many players know its mediocre rainfame, but surprisingly good alpha. As a result, DPM is 1,800 damage per minute, which is definitely not the best indicator at the level.

With armor and armor, everything is quite good: 249 Millimeters provide distribution of damage even dozens, especially if you focus the vulnerable zones, and not just shoot in the silhouette of the tank. However, do not forget about gold, and upload at least 10-15 such shells, which will allow to find a sense of confidence in confrontation with hard opponents. What else attracts attention in this gunion is UVN: The trunk falls on 10 degrees down, which provides comfortable game In Klinch. At this, the advantages of guns end, and players face long information, frankly low accuracy and weak stabilization.
To shooting from such an extraordinary gun I had to get used to a long time, but the last patch of updates changed the situation in best side. The tank "presented" additional weapons, represented by a gun 15 CM45 41ST Year Type, Kalibrom 152.4 mm. It is necessary to clarify that this is a Fugasnitsa, who issues just a crushing alpha in 1 000 Units of one-time damage.

The tool is charged only by fugasic shells: ordinary and gold, it is consistently has low armored records. However, even a shot on a silhouette tank removes 300-600 strength points. If you force the vulnerable zone or shoot on the "cardboard" french tank, the damage passes simply fatal. As in the previous case, the slaughter power is leveled by a long information, a huge scatter and specific accuracy.

The choice of guns remains at the discretion of the player, but it is better to try on both trunk in the game and decide which one is more suitable for your tactics of the game. Given the preferences of the majority, to continue the review of the tank, we will be calculated that the tank has a Fugasant.

Type 4 Heavy Publi Zones


Indicators of the survival of the car in battle look not so definitely. The frontal projection of the tank is pretty powerfully protected. IN base versionThe tower and the case had the values \u200b\u200bof the reduced reservation in 250 mm, after APA, the parameters increased significantly, increasing the thickness of the armoredists for a couple of tens of millimeters. Where to pierce Type 4 Heavy is shown in the image and highlighted the most thin zones.
It is quite natural that direct projection does not save from the powerful guns of the 10th level technique, however, the lungs of the housing, and even the top PT will have to be charged with gold to break through the formidable tight.


With onboard booking, a similar situation is formed: under the right angles, the tank makes their way enough, but if you substitute under a good angle, the rickety will be literally everything. In addition, we will not forget about the on-board screens that successfully quench the slaughter power of sub-caliber and cummulative shells.

What equipment to put on Type 4 Heavy

To improve the comfort of the game, the equipment must be selected in such a way as to shake the key disadvantages. In our case, most complaints cause the accuracy of the gun and high-speed indicators. Therefore, it is recommended that the installation is recommended to choose an anti-skip pad, cheerful and improved ventilation.
However, the option is the choice in favor of the anti-skyal approach, will give a slight advantage over artillery and other fragmentation fecal shells.

Perks for Type 4 Heavy

For the crew, it is better to pump out skills that can increase the survival rate of this cumbersome. Therefore, the recommended choice may be as follows:
If we consider the choice of equipment, you can download the tank with a large repair kit, a first-aid kit and an automatic fire extinguisher. If things with loans are no matter, you can carry with you small-sized analogs. By the way, litter is very bad, so you can replace the fire extinguisher with sushi set.

How to play on Type 4 Heavy

So, we go out in battle at the most severe and powerful level of the 9th level. However, when choosing incorrect tactics, the disadvantage of the machine will be ficked. The nervousness and bulkness of the car can play a keen joke, and the tank will go to the hangar in the first minutes of battle.

Let's start with the fact that Type 4 Heavy is a tank of one direction. Low speed will not allow you to return to another flank, so the route is very careful. Do not forget that a huge silhouette is a red rag for artillery, so the selected direction must have covers that will protect the tank from incident suitcases.
It is important to understand that excellent booking will help with the support of the allies to keep any flank. When squeezing the enemy on the selected area, wech the vulnerable zones and systematically reduce the population of enemy technician in a square, implementing all the potential of weapons.

It is quite natural that having received such a powerful fugasnitsa at the disposal, the tank simply cannot stand in one place. The car should play from Alpha: We leave, give SHOT, rolling back to the CD or move forward.

Otherwise, the tactics of the game is the same for any heavy. We try to avoid open spaces and not solid in proud loneliness. Remember that the shells are good and spectacularly enter the roof of the tank, and the shrinking lights and work will be easily spinning and disassembled the steel giant. Therefore, always follow the mini-card and react timely to any changes in the situation in battle.

Type 4 Heavy Reviews

We have already displayed common characteristics of the machine, it remains only to summarize the information. Therefore, withdraw the strengths and weaknesses of Type 4 Heavy in separate blocks.

Benefits:
Excellent indicators of the reduced armor.
Record storage stock.
Single damage.
Comfortable UVN.
The possibility of selection of weapons.
Disadvantages:
Bulky silhouette.
Low maneuercy.
Long rehabil to guns.
Weak accuracy.

There are also low armored rates, however, considering that the tool is charged with fugasic shells, it does not play a special role.

Type 4 Heavy Video

If you play a "world of tanks", then for you it is unlikely to be a secret that the presence of an expensive tank is not enough to succeed on the battlefield. You need to be able to correctly develop your car, skillfully pick it up, as well as understand its advantages and disadvantages to fight, destroy opponents and stay alive. For each of the machines there are their strategies that may be more or less successful. Naturally, everything is largely depends on the player himself - to manage many tanks you need a lot of practices and skills. But still, without the right development, any tank even in the most skillful hands will be inffective. For example, you can take the Soviet heavy tank IP-3, which is very popular with the players of the "Peace of Tanks". This machine has a fairly high speed and big firing power, but you can not even imagine what threat it will represent if it is properly equipped. So, what equipment to put on IS-3 so that this tank becomes something incredible?

Tool

Already the initial tool with which the model is sold in the store can please a novice fan of tanks. Pretty high armor breaking, not bad damage, big rapidity - all this makes even the stock IS-3 powerful tank. But what equipment to put on IP-3 so that it becomes even better? You can start with a decrease in caliber to 100 millimeters, but at the same time the D-10T will add to the rapidness, it will not get the biggest scatter, and most importantly - the time of information on this tank will be given a possible minimum. But this is not the most optimal tool, instead you can put D-25T - here the rapidity increases only a bit, but the damage and caliber are not falling so critically. But the best tool for this tank is the BL-9, this gun increases the punching ability, rapidity, and minimizes the spreading spread. So, everything is clear here - it's time to deal next with what equipment to put on IS-3.

Selection of Tower

Stock Tank tank gives him only 175 millimeters of frontal armor. If you decide to leave it, then you will have to think firmly about what equipment to put on the IS-3, as you have to compensate for such a thickness of the armor. It is quite difficult to make it, therefore it is better to purchase an improved tower at which the thickness of armor will increase to 250 millimeters, and besides, another twenty meters of the review radius will be added. However, the speed of rotation of the tower falls slightly, but it is easier to compensate for the almost whole centimeter of the armor. If you look at the original TANK IS-3, the photo will make you impressive - it was a powerful car that forced the enemies to terrible. In skillful hands in the "world of tanks" IP-3 also enlightened fear on opponents.

Should I change the engine?

The original IC-3 engine is also good enough, but it is still worth replacing it. FROM new version The engine power will increase by fifty horsepower, which will allow him to add in speed. The IS-3 tank, whose photo is already forced to imbued with respect for it, initially quite fast for the heavy model, but with a new engine it becomes even more dangerous. Moreover, three percent is reduced by the likelihood of fire, and the weight of this motor is also less than fifty kilograms. In the game "The World of Tanks" IP-3 is a threat in any closure, but if it is properly and maximized it, then anyone will not last.

Installing a new chassis

Stock Communication is the name of the tank itself, but it can be replaced with a new one, to the labeling of which the letter M. But what does it give? It is not necessary to change it first, but it is still necessary to change it, because in the game "The world of tanks" IP-3 can boast of its grief. The new chassis will allow him to carry on three tons more, which can positively affect the outcome of any fight. Moreover, the car becomes more turning, as its rotation speed increases that an important role can also play in battle. Overview of the IC-3 tank is shown so far that in the maximum configuration it becomes more and more frightened. What will give him a change of radio?

Possible radio receivers

A stock radio receiver is not particularly impressive - it works only at a distance of 440 meters. That is, if you are too far from comrades, I will not help you think about the enemies, the notions are not displayed on the radars of your associates, and you will have to fight yourself. Therefore, it is very important that you change the radio to a better model. At the ninth level, you can install the radio that will transmit a signal by more than 600 meters, and on the tent you will have a chance to maximize this aspect of your tank, as you will find a model with a link range of 730 meters. Then teamwork will be implemented at the highest level. WORLD OF TANKS is a game that requires interaction between comrades. And if you go into battle as a group of single tanks, then you will be much more difficult to win than if you fought a close team in which the maximum understanding reigns.

Installation of additional equipment

As you know, each tank has three slots to install there with some useful objects that benefit in battle. Given the fact that you need to make an emphasis on fire power, you can choose a rather interesting kit. First, install the rate that increases the rapidity of the gun, which is very important if you did not decide to stop on the gun d-10t. Then be sure to use strengthened drivessince they guarantee acceleration information that is one of the most weak places Your car. Do not forget about ventilation, since the crew play a big role in this car, and without ventilation it will not be so effective. Installation of additional equipment is not a universal process, that is, it is impossible to say that the above-mentioned set is one hundred percent wins. You need to look in circumstances, because equipment options exists abundantly, and you will be from what to choose.

Tank advantages

So, IP-3 is a model that can be used for both defense and attack, but it looks best of all in the role of high-speed support, preferably with flanks. Among the main advantages that can be noted from this tank, there is a wonderful booking that you can do even better. But still most importantly, it is the power of the gun and high speed. Also worth not to forget about the good turning of this tank, which gives him more freedom of action on the battlefield.

Disadvantages of tank

However, it is worth saying. That IS-3 has and certain disadvantages with which you have to be reckoned. For example, many complain about low review range. SAMI a big problem IS-3 is, naturally, the speed of information. However, this you can normalize with the help of enhanced drives and experienced and skillful control of the machine. Otherwise, this tank is more than good, and with proper development becomes a magnificent attacking power of support, with which you have to be considered any opponent. IC-3 may impose a battle and alone, but it looks best when there are more powerful tanks, as well as light models - in general, in a group offset.

Bones (currency in World of Tanks) is very long and for many it will take several rank seasons to buy their first module (advanced equipment). And here it is extremely important not to guess with the purchase and for what tank to choose equipment.

We also pay attention to the removal of improved equipment will require 200 bons. Consider all available modules ascending usefulness.

Act: Increases repair speed by 40%.

Cost: 3 000 BONON

Treaty of purchase: -5 /10

Here is one important nuance: a couple of patches back the equipment has become "difficult." That is, now this useless rubbish for 200 bones is removed.For utility in the case of 99% of tanks, even "ordinary" equipment will be useful.From 1 to 10, the feasibility and profitability of such a purchase are about the same as at the reappearance of cigar from $ 100 bills.

It is worth buying if you hate these damn victories and adore overcome pain on all tanks. BDSM shorter ...

An example of application: T110E3. With a late crew and gold remedle.

Example of proper use: Leave it "on the store shelf."

Act:Enhance the speed of information by 12.5%.
Cost: 5 000 Bonov

Treaty of purchase: 2 /10

The whole essence of the module is simply n and to the hour. A quarter is better than ordinary drives, but here there is one thing - the usual drives also give a penny and inferior to most modules are extremely moved by newcomers.

Act: Increases a radius of a review by 12.5%, but not more than 445 m.
Cost: 4 000 BONON

Treaty of purchase: 5 /10

Tanks are generally a game about review. The universal module is put on any tank, in this whole essence. At some not to put "ventilation" because of the open logging, many are not put in Stub. Well, the cost below 1000 Bon will not be superfluous.

Act: Reduces recharge time by 12.5%.
Cost: 5 000 Bonov

Treaty of purchase:6 /10

Well, everything is obvious, the DPM thing is good and pleasant. Let the game with this module may be less effective than with jounted optics, but definitely beware and more pleasant. Ideally will go on tanks without explicit weaknesses that need to be compensated to somehow.

An example of application: Most greatly looks at two tanks from the off town.

1) The strongest universal of the game is the Divine (well, except that you are blind, only TSSS!)

2) Aggressor with superlast, selection of bold, fast: T-62 / Object 140

A complex of stabilization equipment

Act: Reduces the spread when driving and when turning the tower by 25%.
Cost: 5 000 Bonov

Treaty of purchase: 9 /10

The module itself in the game is strong and a little imbalance, and doubly hard it becomes drummers. (! The stabilizer strongly affects the information after the shot!)

And if you are a lover of strong drums that do not have time to learn for the CD Pulk - this is 100% your choice! The following tanks with superlast are an example of the epic random breakdown of the knee, try not able to break away!
Bat.-Chatillon 25 T
T57 Heavy Tank.

T54E1

other. This module multiplies the pleasure of fast drums on 3. The author of the article nailed the cloud of bones to the instructions on the Stub - how to tear off here? !!

Act: Increases the level of ownership by the main specialty, as well as all the skills and skills of the crew members by 7.5%.
Cost: 5 000 Bonov

Treaty of purchase: 9 /10

Simply a cheat module. It gives extremely much: DPM, Stub, accuracy, maneuverability, disguise repair (peppers), review. Thanks to the department of Muzrauza for the fact that the numbers for the modules were taken from the ceiling, an ambulance hand!

It has only 1 disadvantage: not put on the tanks with open logging.Extremely hard integrated BAU of all parameters (do not forget that besides the parameters in the hangar, there are still a bunch of hidden tanks).Objectively, the object for breaking random.

What modules to download first? What is better to put on your PT - "Horn" or optics? What the crew peppers are first first, and which are not needed at all? What projectiles install in ammunition? We read about it below

The order of pumping modules:

  1. weapon / chassis
  2. engine
  3. radio

Recall: Fri is, first of all, an instrument. We feed the gun, it brings us income and experience. And therefore, if it allows the chassis, we pump first primarily. Having a good weapon on board, we can make the experience of experience much faster and everything else. The next step - pump the chassis. Without a new chassis, you will not be able to install the rest of the modules, you may not be enough for a lifting capacity. The main bonus of the new Khodovye is an increased speed of the machine. And for PT-SAU, which changes the fire sector mainly rotating the case, is an important indicator.

The only exception to this rule is the case when the existing running does not allow us to establish a top gun. In this case, the first will be swept the chassis.

The next module pumps the engine. At the same time, we even more increase the speed of overclocking and turning the car. This allows us to quickly go to the right positions, to change them faster, and faster from them to leave, in case of detection. All this, the most directly affects our survival.

The last module pump the radio station. The module is quite important, however, for the machine that is in the rear at the main forces is not the most necessary. (Later, playing on low-level cars, you, of course, will understand how you lack a good radio station, since you cannot as much as possible to evaluate the minist, but in the usual, unknown deer battle it is not the most important module).

What to choose consumables?

Do not shake on consumables. From their presence, sometimes your life depends. Here the technology is as follows:

First of all, we put in the second slot small Remkomplekt.. This is almost the most important of our consuming. You may not have first aid kits or fire extinguisher, but Remkomplekt must be present. Do not burn and put! The first and most frequent malfunction in the game - shot down caterpillars. The missing caterpillar for the machine without a tower, which has a change in the sector of the shooting directly depends on the chassis, is equivalent to death. Therefore, we put a repair kit in the second slot and, if necessary, very quickly activate it with double pressing on the key 5. Why exactly the key 5? Because the caterpillars on the fifth position, and they are confused often.

Aid kit - The second is the need for a consumility. It is very bad to play with a critical gas or mehlody. Therefore, the first aid kit is also needed. It is installed in different ways, it is more convenient for 4 slot, because there are four mehloval numbers at number, without which you are a light target.

Fire extinguisher? We do not see the need for a fire extinguisher for machines, which does not have a special armor and if you do not even have time to light up. Because for PT Sau class hunter buy better gasoline (or oil, twisted regulator). Due to this, you will get a tangible increase in speed, power (and therefore risks and reversal speed).

If gasoline carry invoice, or you think that it is not the most necessary element for you, engage Automatic fire extinguisher. It will add a fire car and automatically will work once in a five-year period than may save your life. Believe me, it is much more convenient. manual fire extinguisher. In addition, it will pay off after 4-5 battles.

What optional equipment set

First module: Camouflage network. For a car that should fight in the style of a sniper, masking - the first thing you need. Buy without thinking. It is inexpensive, and the benefits of you are just the agricade. This equipment can be removed and put on other machines, because even if the car does not like it - the farm is still useful.

Alternative view on the grid:

The fact is that the masking is relevant at the time of entering the position, i.e. in move. But when we move and we really need a disguise, the grid does not work. De facto during the maintenance of fire, we can only rely on the bush, relief or on the enemy blindness, the grid practically does not affect the disguise at the moment of the shot and very poorly enhances the disguise in the bush. There is some significant bonus from the network when standing in a clean field without firing only, but the fact of a fixed standing in a clean field means that we do something wrong. Camouflage, IMHO, more important than the grid, because Camo always works and allows us to move imperceptibly.

Second module: Yagers, like a real sniper, strong side is an good vision, high review. Strengthen it - a good solution. But there will be a choice between what to install: enlightened optics or stereotrub. Allow this problem should, relying on your style of play.

More information about the grid:
Took on the responses of developers:
Question:
Is the action of the camouflage network disappear after a shot, if the tank remains fixed?
Answer:
Not. The effect of the camouflage network does not disappear after the shot.

Masking network. Wiki.
Action: Significantly reduces the visibility of the fixed tank after three seconds after the stop. Acts as a foundation. For PT - 15%; For ST, LT - 10%; For tt, art - 5%
Cost: 100,000 loans
Mass: 100 kg

How does the camouflage network work?
The camouflage network is a divergent equipment that significantly reduces the visibility of a fixed tank (after three seconds after stopping the techniques). Being removable equipment, the camouflage network can be moved to another tank.

The camouflage network gives some bonus to the tank masking level depending on its type. For PT-SAU, this bonus will be higher, for medium and lung tanks - below. For heavy tanks And SAU bonus from the camouflage network will be lower than the bonus for medium and light tanks and PT-SAU. So that this additional equipment has become active, it is necessary to fix the body of the equipment for 3 seconds, after which the camouflage network will begin to act - it will be indicated by the corresponding backlight green color At the edges of the camouflage emblem. Any subsequent movement will again require 3 seconds of peace to turn on the camouflage network. If you are in battle to prefer to support tanks from the second line, then the tanks will shine and stereotrub, (which, like maskset, works only after 5 seconds after the stop), you will not be definitely needed. And better put optics. The increase in the range of the review from optics, of course, is not so big, but he is at least permanent. If you prefer arbitering tactics in the open area, then the stereotrub will have to be likewise. In the field, armed with a second-third-third-third-third-third-third-third-third-third-third-third-level basis with a basic overview of 370-400m, can sometimes even stop the 5th level, and hold it before it approaches you on the detection distance. It is enough to shoot down to him, criticize the modules and get on vulnerable places, and there the rest of the team will sing, and it will help this monster. In addition, the pipe is a removable module that can be rearranged from the machine to the machine and therefore it is useful in any case. The correctness of the choice of modules usually confirms the enemy. Like that:

Third module: At low levels there is no possibility to put the rate, so your choice is reinforced placement actuators. Changing the sector of firing on PTs often occurs with the help of caterpillars, the mixture flies at the same time. Therefore, faster reduction will help you very well.

At levels above the third choice of more modules. Complete the machine by modules, depending on what you want to achieve: Improve the strengths of your car or strengthen the weaknesses. For the game solo, of course, it is worth strengthening the weaknesses. If you have a rotary machine or inclusive, it is better to strengthen it.

It is possible to evaluate the weak and strengths, based on the TTX machine. For example, a review of 350 meters, like SU-100, is weak side. If you play solo, take the "horns", cheerful and grid. If you play a platoon or in the company, take the grid (or the fan, if you have a well-pumped crew and everyone has a disguise by 100%), drives and demand.

Shells:

Here is the Council one. If the ammunition allows the ammunition, do not skimp, take with you 4-5 pyline (cumulative) shells and a dozen fugasny. They will help you when you refer to some cast-iron face like a KV or T1 Heavy. At long distances, ordinary for PT, sometimes it is difficult to get BB in a vulnerable place.

Fugasi helps perfectly. They are guaranteed to remove any HP from the enemy, forcing it ten times to think about the continuation of the movement in your direction. Fugasas are also very good to Vanchott a small art. BB-projectile need to make 2 shots, art during recharging to the second shot can or blame, or answer, svanieoving you.

Please note that podcaliber shells at a large distance are losing armored fruit, so it is better not to use them. What you bought a projectile for game Gold does not give a guarantee of the breaking \u003d)

Perks of the crew Perk number one - Masking. High-quality disguise - the key to the survival of any sniper. The same applies to the anti-tank SAU of the Yger class. Pump everything Crew masking.

Quote - Cheburillo:

Masking affects only detection distance. The time of disappearance from the light of Radnoko from 1 to 8 seconds (without a row type of vintage) and it depends only on the OCC Operations by the Sick Review server. (Jan 30, 2013 - 13:20)

Many believe that the commander immediately needs to start swing the sixth sense (light bulb) and the rest of the crew is a disguise. It is incorrect for two reasons: first, in this case you will all the time of pumping 1st peek to carry a useless commander with you (the light begins to work only after reaching 100%), and secondly - you must have His sixth feeling.

You must intuitively feel when you can see, and when there is no, when you need to change the position and "tear claws", when not to shoot when not to move, etc. etc. The lamp acts postfactum, after 3 seconds after your detection. We can say that when she caught fire, the enemy is already aiming in you, and there is nothing to think - to lift instantly. And besides, the lamp first gets your own feeling. Being an experienced fighter, you will learn how to determine the danger and without it, and the lamp will simply confirm your fear. In addition: pumping 100% camouflage to the commander can always reset this pep and turn it into the light bulb.

Next after disguise the peppers, the same light bulb should be downloaded for the gunner (very useful skill for firing through opaque bushes), what enhances your maneuverability