Which art is better to play. Invisible killers, or which art is the best. The best World of Tanks arts at every level

Since the game World of Tanks is far from new, we will begin our article with a detailed analysis of the artillery of Tier VI, VII and VIII. If you want to know why the constant change of positions is of great importance, whether it would be advisable to fire at the tracers and what differences the art of different factions have.

Art in World of Tanks: the basics of tactics

But first, let's figure it out how to play the art in World of Tanks.

First you need to understand what a tracer is. This is the flight path of a projectile fired by artillery, which you will see for a few seconds after a particular shot is fired. The most noticeable trajectory will be for vehicles with large-caliber guns. Thanks to this, the gamer controlling the art will be able to easily calculate the location of such a combat vehicle.

If you want to survive, then it is advisable to change your position after almost every shot. You can drive forward and backward, or drive diagonally. But there are also certain troubles here. If the artillery is located in the forest or near destructible objects, if the howitzer mode is activated, then movement will be difficult.

We suggest that you familiarize yourself with the guide detailing how to kill with tracers:

If you want to become an ideal tanker, especially love to control art, be sure to remember every little thing on the ground - broken trees, insurmountable fences, buildings. Before making a shot, pay attention to all this, and immediately plan an escape route so that in no case does it hurt anything. To complete such a maneuver, depending on the specific artillery vehicle, it will take about 10-20 seconds.

NOTE. Interestingly, artillery, which has a reload time of more than 20 seconds, does not move at the expense of its rate of fire. Thus, the minimum recharge time is far from what you should aim for.

Is it relevant to shoot at the tracer with World of Tanks art?

In the next part of the article, we will try to figure out with you whether it is relevant today to shoot at tracers left by shells of enemy guns.

If you want to shoot a gunner, then by far the best thing to do is to fire at the tracer. But the fact is that in this case you will only destroy the laziest opponents. But more experienced fighters will change positions every time. Because of this, with such shooting, you will lose a lot of precious things - from time to shells. Moreover, such actions will start to harm your team!

The reason for this is as follows. So, let's say that you have noticed the trajectory of a projectile that has taken off from the enemy art. Most likely, in this case, the artillery vehicle hit the ally and inflicted serious damage on him. If you fail to kill the enemy vehicle, then the projectile fired, as well as the time spent on aiming, wasted. Imagine repeating your attempts, aiming at tracers. Artillery continues to attack your allies, changing their location after each shot. Thus, you do not cause any inconvenience to her, but allow you to destroy your own allies.

Summing up the above, we can safely say: it is beneficial to fire at tracers only when there are no other enemy targets in line of sight.

Each battle will give you certain moments when you should transfer the shooting from square A to square B as soon as possible. To do this, you need to fix the guns. Hold RMB, then rotate the body of the artillery itself using the keyboard. In parallel, you need to lead the camera after the sight. Once the body is turned in the desired direction, return the cursor to the crosshair. At first, this method may seem difficult and ineffective to you, but with playing experience you will come to understand that this is one of the most practical methods of emergency mixing.

Art in World of Tanks level six

The most powerful guns are equipped with two self-propelled guns of the sixth level - SU14 and SPG 51. These guns are capable of inflicting 1850 units of average damage. At the same time, it is quite wide and the dispersion of fragments from shells, amounting to 6.5 meters.

But such advantages come at a price - the cars have reduced dynamics and a very long recharge time. The stock of shells is far from ideal. In protracted battles, 12 shells for SU 14 and ACS 51 are nothing. For this reason, these cars are suitable for experienced players who are not used to rushing and take decisions with a cool head.

The last artillery of the German SPG branch is the GW Panther. She has decent aiming angles in the horizontal plane, thanks to which her guns control a huge sector of the location. On the other hand, the damage from guns is significantly lower compared to the same vehicles of the Soviet army. Again, in comparison with them, the German "tank" has a higher rate of fire and accuracy.

M12 - American artillery vehicle at the sixth level is characterized by high rate of fire and low damage compared to Soviet vehicles, which makes it twinned with the German "Panther" (GW Panther).

Lorraine 155 50

The fastest SPG at Tier 6 is the Lorraine 155 50. The top speed is 60 km / h with the fastest acceleration. In some cases, this vehicle is capable of overtaking not only medium, but even light tanks (what can we say about heavy tanks?). It is better to use this combat vehicle in order to constantly change the position on the map, stay hidden from enemies, instantly choose a different direction of fire. But there are also disadvantages here - the lowest damage for artillery of the sixth level, numbering only 960 units. To destroy armored targets, you have to hit several times.

Art of the seventh level in WoT

At the seventh level, let's pay attention to the "Object 212". This combat vehicle received from its predecessors a 203mm gun with increased accuracy and rate of fire. Another advantage can be called the fact that during the battle you are unlikely to have time to use up the entire combat set of the ACS. For this reason, the owner of this device will be able to carry other projectiles with him without harming normal shooting.

For example, you can easily take gold high-explosive fragmentation shells with an increased dispersion radius. With their help, you can easily destroy the enemy hiding behind cover. Due to the armor-piercing shells, which you can also take with you into battle, you can save your SPG with one accurate shot if you happen to be close to the enemy.

German art GW Tiger took the laurels of the slowest SPG on the seventh tier. The minimum speed of turns has led to the fact that, getting closer, any enemy will twist and twirl you around his finger, and you can't even do anything. No matter how experienced the player who controls the "Tiger" is. But here there is also a significant advantage - arta deals 2000 damage per shot, which is the best indicator within its level. The price paid for this was not only low maneuverability, but also prolonged aiming, poor accuracy compared to the other self-propelled guns of the seventh level, as well as the minimum angles during horizontal guidance.


Gw tiger

The American self-propelled gun M40 43 is the most versatile art. The guns are similar to those on the Soviet Object 212 and inflict the same 1850 damage. The main advantage in comparison with other ACS at the level is the largest aiming angles in the horizontal plane. Arta covers the largest sector! The dynamics are also higher in comparison with the Soviet and German counterparts.

French art Lorraine 155 51 is practically no different from the SPGs of this nation at other levels. It is still the same dynamic and fast car, with a top speed of 60 km / h, equipped with an 850 horsepower engine with a comparatively low weight of 32 tons. you can hide from them, away from danger. She has the best accuracy at level 7. The best and mixing, but there is a minus - weak damage equal to 1250 units.

Arts in World of Tanks of the eighth level

The eighth level is a real crown for the entire branch of artillery vehicles. In this case, there will be a huge difference between each SPG.

Let's start with the Soviet art "Object 261". This combat vehicle stands out significantly from its predecessors. If they were slow and clumsy, then the "Object 261" became one of the most best art World of Tanks in terms of dynamics and accuracy in the game within the framework of the eighth level. On the other hand, the damage has decreased - the average is 1700 points. And this is the lowest parameter in the game! But due to the increased accuracy and unsurpassed rate of fire, you can even use armor-piercing shells. This artillery can easily hide from opponents, as well as cover the rear of its ally.

The German art GW TIGR is equipped with exactly the same gun as the GW Tiger P, but with minor modifications. Firstly, its rate of fire has been increased, and secondly, the accuracy and aiming speed have been increased. On the other hand, it is the most immobile variant at the eighth level, so it is rational to use this SPG in battles on global maps or companies, where it will remain under constant protection.

T92 is characterized by the most powerful damage amounting to 2250 units. The maximum dispersion of fragments for high-explosive shells is also 9 meters for conventional and 13 meters for gold. Thanks to this, you will be able to destroy opponents who are hiding behind any obstacles. For such a high firepower, the art paid for a long reload time - 40 seconds, as well as long mixing, which is why there is no possibility of an instant transition from flank to flank.


T92

The French artillery vehicle Bat Chatillon 155 is unique in its kind. She has a drum, the reload time of which exceeds a minute. But for one such reload, you get 4 projectiles, each dealing 1250 damage. The shot time between these projectiles is 5 seconds. Thanks to this, you will be able to inflict a huge amount of focused fire on enemy targets.

Its turret rotates 360 degrees - the second SPG in the game after SS 26. This ensures quick aiming and control of all flanks. As in the case of other French SPGs, the Bat Chatillon 155 has high maneuverability, which allows it to quickly change positions during the entire battle.

The best World of Tanks arts at every level

And now let's try to highlight one by one the best art in World of Tanks within each level. But here you need to make a reservation: for an individual gamer, a different ACS may turn out to be the best, since for him, for example, the dynamics of information will be more important than the increased damage. We tried to combine all the strengths of each art and highlight for you those SPGs that had the highest number of advantages.

At the second level, we give preference to T57

On the advantages, we will allocate a large supply of shells for one battle (40 pieces), high maneuverability, which allows you to change the deployment after one shot (also preventing your enemy if he is going to spin the T57), huge dimensions that allow you to ram enemies, the aiming angle is 320 m, powerful frontal armor, high accuracy.

Of course, there are drawbacks, but there are fewer of them - low alpha damage, as well as the presence of an open cabin, because of which your enemies can easily incapacitate crew members. But if you consider that we are talking about the second level, then, rather, this artoa will be destroyed faster than the crew is dismantled.

At the third level, let's highlight the World of Tanks M7 Priest art

Benefits:

  • High dynamics and maneuverability - you can change deployment as quickly as possible, while remaining safe from counter-shots.
  • A powerful weapon with decent accuracy and high rate of fire.
  • Excellent NLD armor.
  • The horizontal guidance angle is in the range from "-12" to "+26".
  • The ammunition load includes 69 rounds. Enough for any, longest fight. You can shoot mercilessly and without hesitation.

Disadvantages:

  • Vulnerability to high-explosive shells, since the wheelhouse is open here.
  • Low probability of penetration with high-explosive fragmentation shells. On the other hand, this is offset by the lack of "fat" tanks at the first levels.

At the fourth level, select Sturmpanzer II

Benefits:

  • Increased accuracy of the gun, good rate of fire, great power.
  • Among all Tier 4 self-propelled guns, the maximum penetration rate - this speeds up the destruction of thick tanks.
  • The dynamics are above average.
  • Decent camouflage due to the small profile.

Sturmpanzer II

Disadvantages:

  • Low UGN.
  • Weak range - no more than 500 meters.

At the fifth level, select Grille

Benefits:

  • If the enemy tank is not higher than 4-5 levels, then with the help of the guns of this SPG you will send any enemy to rest for the first successful hit.
  • In addition, the guns of this SPG inflict tremendous damage to Tier 6 tanks. But if you manage to strike with a cumulative projectile, then you will surely send a tier six tank home.
  • Since the projectiles fly along a hinged trajectory, you can hit enemy targets by hitting their roof. But this is where the lowest armor is located!
  • This SPG has an excellent radio station. This module for art is perhaps one of the most important!

Disadvantages:

  • Due to the small aiming angles, you will not be able to hit fast targets located near the art.
  • Long recharge time.

At the sixth level, select FV304

As they say, this is a real IMBA at the sixth level!

Benefits:

  • This SPG is more dynamic, more agile and faster than many light tanks in the game!
  • The gun has a high rate of fire and shoots along a hinged trajectory. Thus, opponents located in cover will not be able to escape from your shots.
  • Due to its small size, it is easy to hide from opponents on this art.
  • Ammunition is enough for the longest battles.
  • Large horizontal guidance angle.

Disadvantages:

  • The shells fly over relatively short distances.

At the seventh level, let's highlight the World of Tanks G.W. Panther

Benefits:

  • Excellent dynamics, allowing the arte to hide from pursuers as quickly as possible or even set up an ambush for medium tanks.
  • High rate of fire, which is an advantage in combat with fast French vehicles.
  • A tower that allows you to aim at any enemy.

G.W. Panther

Disadvantages:

  • Weak damage.
  • Low dispersion of fragments, which makes it pointless to attack heavy tanks of the "sneaker" type in most cases.

At the eighth level, select M40 / M43

Benefits:

  • Small size, lack of a muzzle brake, which is why the SPG is one of the most disguised tanks in the game.
  • High dynamics, which the art got from the M4 tank.
  • A high-power gun that sends Tier 7 tanks into the hangar with one shot, as well as most French vehicles up to Level 9.
  • The aiming angle is 18 degrees. You can pursue a target without dashing. Comfort when playing for this SPG is guaranteed!

Disadvantages:

  • The presence of an open cabin.
  • A lower rate of fire and a higher spread when moving the hull compared to the rest of the eighth level arts.

At the ninth level, select M53 / M55

Benefits:

  • High dynamics, allowing you to hide not only from medium, but also from light tanks.
  • Due to the presence of the tower, the aiming angle is 29 degrees.
  • An excellent weapon with high damage, unsurpassed accuracy and good rate of fire.

Disadvantages:

  • The view is only 350 meters.
  • Large size, which is why the masking is minimal.

At the tenth level, select G.W. E 100

Benefits:

  • Thick armor along the entire perimeter saves even from shots of enemy art.
  • The weapon is as balanced as possible. The flight path is hinged, thanks to which you throw projectiles behind cover.
  • Smooth chassis to reduce spread when driving.
  • Large supply of shells for one battle.
  • High HP for all cars.

G.W. E 100

Disadvantages:

  • Large overall dimensions, which is why it is quite simple to highlight the art.
  • Low maneuverability, which has its own advantages - read about the smooth chassis above.

There are currently five full-fledged artillery branches in World of Tanks, including vehicles from Tier 2 to Tier 10. The USSR, Germany, USA, France and Great Britain have branches of artillery. China and Japan do not have them, although the developers plan to correct this deficiency in the distant future. Nevertheless, a newcomer to World of Tanks is unlikely to be ready to pump all the existing five (and even more in the future) branches of artillery, just to find out which one is the best.

Which branch of artillery or which nation of those available in World of Tanks is right for you, what criteria for choosing vehicles for swing, and finally, which branch of artillery should you prefer? These questions are answered in this guide.

Artillery in World of Tanks - which branch to choose?

In the Soviet branch of vehicles, first it is worth mentioning the SU-26 (third tier), which has a wheelhouse rotating 360 degrees. It was once a hugely popular machine, but after a series of nerfs, it has become a solid middling. Next comes the SU-5, which has neither a wheelhouse nor any acceptable firing range, but it has a very steep trajectory, which allows it to throw shells over obstacles.

The fifth and sixth levels are fairly ordinary cars with no noticeable pros and cons. But the situation changes dramatically at the seventh level, at which the USSR has two SPGs at once (one opens from the KV-2). They are equipped with an extremely powerful gun for its tier with a 102 mm HE shell penetration and a one-time damage of 1,850 HP. A direct hit on the roof can send a heavy tank of even higher levels directly into the hangar.

Soviet cars rarely shoot, they often smear, but when they hit, they cause huge damage.

Soviet artillery in World of Tanks inflicts huge damage, but takes a long time to reload. Source: wikimedia

But the pay off for this is terrible precision and reloading, which lasts roughly 50 seconds. At the eighth and ninth levels, the weapon remains the same, only the characteristics are slightly improved. But the top of the branch (Ob. 261) represents a major change in concept. Damage of 1700 units when penetrating 102 mm is already difficult to surprise someone, these are weak indicators for the tenth level, but good aiming speed (6.5 seconds) pleases, and the accuracy is one of the best. And good mobility allows you to quickly change position, which cannot be said about the previous machines of the branch.

In general, the Soviet branch cannot be called monotonous. But most of the time you will have to play on slow machines that shoot extremely rarely, often smear, but with a direct hit they cause huge damage. At the same time, mediocre horizontal aiming angles with long mixing force a lot of time to spend on aiming, and long reloading greatly increases the price of each miss.

German artillery branch

The German branch of artillery also cannot be called monotonous. For example, the horizontal guidance angles are constantly changing, they are best at the seventh level, this machine is generally distinguished by good accuracy and an acceptable rate of fire. But this is compensated for by the average damage (1200 units) and penetration (88 mm) of the high-explosive shell. But good mobility allows you to keep up with your allies and stay at an optimal distance from the enemy.

German vehicles are characterized by a good balance between accuracy and rate of fire, but they are huge in size and terrible dynamics.

In general, up to the seventh level, German vehicles are comfortable in the game and have a good balance between accuracy, damage and rate of fire. At the eighth level, damage significantly increases (up to 2000 units for a high-explosive shell), and penetration is 105 mm. A similar weapon is installed on vehicles of the ninth and tenth level. But the price paid for this is simply enormous size and terrible dynamics. Moving from flank to flank can take several minutes, often during this time the battle simply ends without your participation. However, for a passive game, when you are standing somewhere near the base, German high-level artillery is ideal.

American artillery branch

As for the American branch of vehicles, the top of the branch (T92) immediately catches the eye, which has a maximum damage of 2250 units (!) For a high-explosive shell when penetrating 120 mm. But the accuracy is also one of the worst in the game, the spread is 0.92. Nevertheless, even a splash is capable of removing 500 or more HP units for weakly armored targets. But the rest of the machines in the branch are seriously different in concept.

High-level American cars are almost identical to the representatives of the Soviet branch.

Only vehicles of the eighth and ninth level have significant one-time damage, here they are almost identical to the representatives of the Soviet branch. The cars that precede them are strong middlings, they are quite balanced in terms of damage, reload speed and information, but, on the other hand, they are devoid of bright advantages, so you will hardly remember the game on them. But, for example, the American Tier 8 SPG is considered one of the best precisely because of the comfort of the game.

French artillery branch

The French ACS branch is distinguished by the fact that almost all vehicles in it are made within the framework of a single concept. There are no abrupt transitions, so you will hardly have to completely retrain when the level rises. But it is important to note that the top of the branch has a 4-round loader drum, this is a unique case in World of Tanks, there is no other artillery with a loader drum.

French technique is distinguished by good accuracy and fast mixing, as well as excellent dynamics, which allows you to quickly change position

But the drum takes long 80 (!) Seconds to recharge, during which your team can easily lose. Or win, nothing depends on you during these 80 seconds. The lowest one-time damage among Tier 10 SPGs (1250 units) with mediocre penetration (95 mm) is also saddening, but you can shoot four times in 18 seconds. All other vehicles of the loading drum branch are deprived, but low one-time damage compared to other single-tier self-propelled guns is typical for almost all French artillery.

This is compensated by both good accuracy and fast mixing. Add to this the excellent dynamics, for example, the top branch is capable of reaching a speed of 62 km / h, which allows you to change position extremely quickly. In general, the French artillery assumes active gameplay, as much as possible on the SPG. You need to change position more often in order to shoot opponents at the side or even stern. This will have to be done, because low penetration and one-time damage do not allow serious damage to most opponents when hit in the forehead.

British artillery

Finally, the British artillery branch is characterized by the steepest trajectory in World of Tanks, which allows you to throw landmines even behind relatively high obstacles. But this is where the similarity of the machines of the entire branch ends with each other. At low levels there are self-propelled guns, which do not stand out in anything remarkable, they are strong middle peasants. But on the sixth level is the famous FV304, perhaps the most unusual SPG in the game.

British vehicles are miniature, fast-firing, but one-time damage and penetration are small. As the level rises, the damage increases, but the hit accuracy remains relatively low.

It is distinguished by good dynamics, diminutive size (like a light tank) and an extremely weak, but rapid-fire weapon. It fires approximately every 13 seconds, but the single damage (450) and penetration (57 mm) of the HE shell are extremely small. Moreover, the firing range is so limited that you have to constantly move behind allied tanks in order to inflict damage. But the trajectory of the projectile is such that it allows you to "smoke out" opponents because of such positions beyond which other artillery will not reach them.

The car of the seventh level is a strong middling, its only striking feature is its high speed backward than forward, but it takes a couple of fights to get used to it. And cars from the eighth to the tenth level are distinguished by high one-time damage with mediocre accuracy. The top branch in terms of one-time damage (2200 units) and penetration (117 mm) of a high-explosive projectile lags slightly behind the T92, and its accuracy is even worse (the spread is as much as 1.1). Probably, such terrible accuracy compensates for the steep trajectory, which allows you to throw shells even behind houses.

Your choice?..

So, which branch of artillery should be pumped for you? It is difficult to answer, here a lot depends on personal preference. If you are just starting to play World of Tanks, then, perhaps, the German and Soviet branches are most suitable, they are the most "classic", the American branch can also be advised, although the top is quite specific due to its terrible accuracy.

Start with the "classics" - German or Soviet branches of tanks and artillery. But later, switch to the French artillery branch.

If you have been in World of Tanks for a long time and understand well the mechanics of the game, then the French can be advised, they are the least dependent on the VBR, and the excellent dynamics allows you to quickly change your position, which, with a good knowledge of the maps, allows you to take comfortable positions. The British, in general, are quite specific, the steep trajectory, of course, allows you to throw shells over high cover, but its reverse side is the longest projectile flight time, it is not easy to shoot ahead of time.

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Many games allow gamers to choose the class that suits them best to play. At the same time, everywhere they do not like snipers - those who hardly move, but inflict huge damage. Tanks are not very similar to other games, but the hatred for long-range vehicles remains, although here a special class of heavy equipment - artillery - plays the role of snipers. And for those who love snipers in other games, art will be an extremely interesting unit. However, it should be remembered that art always shoots at someone else's tip, which means that part of the experience for your hit is immediately given to the person who was exposed, so SPGs will always be less effective than other classes.

The essence of the self-propelled guns lies in the fact that to kill the enemy, you don't have to budge at all throughout the battle. However, you may be prevented from standing still - enemy light tanks can spot you for their own artillery, or even defeat you in close combat - most SPGs are poorly adapted for close combat. Do not forget that you can be calculated according to the flight path of the projectile you fired.

For those who crave to play with artillery, here are three of the game's most outstanding SPGs. Any combat unit can be compared with several others, not just one, but several criteria - for example, speed, maneuverability, damage and rate of fire.

And the first on the list will be Soviet equipment, namely the well-known Object 261. This ACS is unique in many characteristics, but for the overall picture it is better to consider all of them.

The Object's armor is not very good, as the vehicle only has armored front, wheelhouse and rear. The crew is protected by the thinnest armor - 50mm, there is already 75mm of armor on the nose, but the rear part is protected by a bucket, which provides 80mm of armor and even makes it possible to tank, although the motive for this should be very serious. The most unpleasant moment is not even the complete defenselessness of the sides, but the open wheelhouse, which practically invites the enemy land mine to destroy the entire crew at once.

The Object's weapon does moderate damage. The vehicle has the highest rate of fire in the game - 2 rounds per minute, while you can shoot at long distances. There is a problem that calls into question all the advantages of this representative of artillery - the shells are fired almost exactly, with a very small canopy. This means that on a flat surface, the art will show itself only from its best side, but in hilly terrain it is almost useless, since it shoots in a straight line and cannot take advantage of the range due to numerous obstacles. The Object has very low horizontal guidance, you can lead your enemy across half of the map only with numerous changes of position, for that is, the possibility of vertical guidance down by three degrees.

World of tanks which art is the best

The ideal enemy of Object 261 can be called German tanks - the box shape allows you to inflict as much damage as possible, but the streamlined shape of the target will only create problems.

About Object 261 we can say that this art is the most. She can make maneuvers faster than others, reduce herself faster, shoot faster, hit farther and more accurately. Even her shells fly the fastest. It is simply impossible not to distinguish it from others. Many WorldOfTanks players know which art is the best, because there are not so many options, and very few people agree to sacrifice maneuverability for damage.

The second on the list will be the German GWTypE SPG, which, to be honest, does not really stand out in any way. In contrast to the Object, this art can throw its projectiles over low obstacles. It is well armored, including in relation to the sides, so this SPG is the most heavily armored in its class. An average firing range, a fairly long reload time and a low projectile speed seriously reduce the value of the vehicle, but there are also positive aspects - a large amount of ammunition will help you not to think that you are about to learn how to shoot air clots. The accuracy of the fire of military equipment is very high.

The third on the list will be the scariest SPG in the game. Its lethality scares any enemy, even heavy tanks are afraid of the monstrous damage inflicted by the American legend - T92. This self-propelled gun mount is the most lethal unit in the game. Moreover, the machine has the greatest horizontal guidance angle - 12 degrees in both directions. This angle allows you to capture as many targets as possible without changing position. At the same time, the machine cannot lower its cannon at all, which significantly reduces the already negligible chance of winning in close combat, but can raise it 65 degrees up. The machine perfectly sends projectiles overhang, so there are no targets that could hide behind a high cover from enemy artillery fire. The reload time of art is not the longest - about 32 seconds, but there is another indicator that significantly reduces the effectiveness of firing - the aiming time, which is as much as 15 seconds. This means that the SPG does not have the slightest chance of hitting a fast-moving target, at most - a moving heavy tank. The ideal target for T92 will be a hidden, stationary opponent. Alas, the firing accuracy of the American self-propelled guns does not boggle the imagination, so you can easily miss even a stationary heavy tank with full mixing. But there are even more unpleasant aspects of playing the T92. It was mentioned earlier that the Object can be called the most. So, T92 can also be called the most, but otherwise - this art is the slowest in the game, and even the most poorly armored, so even a miss of the enemy artillery can kill you.

But all these ACS are united by one indicator - they are of a high level. But what if the hangar is still empty and experience has not been accumulated? For beginners, consider the best level 2 art - T57. This is a very small art, which significantly increases the chance of a good camouflage, while it is well armored, but its wheelhouse is open. High armor does not mean that the vehicle is overloaded, on the contrary - the SPG is very nimble and maneuverable, so its chances of survival are increased. But there are not so many pluses without minuses, and here it is worth remembering the attack. The SPG deals surprisingly little damage for its class, although this is enough to quickly destroy a light tank. At the same time, the car carries an impressive supply of shells, so that with a bit of luck and calmness, you can pretty much pinch the enemy team.

So, choosing from these outstanding artillery installations, you must decide - what is most important to you? Do you need an average kill, complete with the ability to briskly move? Or would thicker armor and the ability to shoot without regard to ammunition be more desirable? Or maybe the most important thing is to kill the enemy with one shot, even if you just do not have time to drive away from the place of the shot, and you will be blown away by the enemy art? Players often have a question WorldOfTanks which art is better to download, but it is very difficult to find the answer with the help of someone else's experience, since this is a subjective question, and only your choice.

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