How to play cluster tanks in WoT. How to play cluster tanks in WoT Technique of drumming in wot

Technique and Internet 11.08.2019
Technique and Internet

Having played on a tank with a loading drum, it is impossible to remain indifferent. The ability to leave the enemy almost dead in a few seconds, as well as inflict a bunch of HP on him, has always attracted players. However, playing drum tanks is a very complex process. Most of them have no armor, and the 40 second reload time, like the AMX 50 100 or T54E1, does not give you the opportunity to relax, since during this period you can do anything with you.

If the French tanks have good speed, which allows them to run for cover while reloading, the American tanks are completely devoid of this advantage. However, they do not remain without their fans due to excellent stabilization and high speed of aiming guns. By the way, it is especially convenient to control them on a game console (if not, you can buy it on the website http://www.maxgame.com.ua/).

How do you play drum tanks anyway?

First of all, you need to understand that you cannot take damage yourself, for this you need allies. It's good to know how long your reload lasts, and what reload the enemy has. Time the distribution of the drum well so that it does not receive retaliatory damage. It's better to shoot 3 times out of 4 and not get a response than to give the whole drum and hit half the hit points. It is also worth noting that drum tanks have very poor mixing, so they, with rare exceptions, do not have time to converge between shots. And the exception is the T57 Heavy, which, with the “Call Box”, ventilation and combat brotherhood, is reduced just by reloading inside the drum.

The most important thing on a tank with a loading drum is to find a convenient position from which you can distribute the drum and hide to reload. This is the most difficult task, so drum tanks are not recommended for beginners. However, if you still decide to test your strength on this type of technique, you should study all the available cards well, since you will have to attack opponents from the second line of attack for half the battle.

Features of French and American tanks in WoT

American tanks are characterized by fast reloading, both of the whole drum and inside it. The advantages include both quick aiming and excellent stabilization of the gun on the move. Even American tanks often beat off shells, because they have such a hull structure.

French tanks have a huge amount of damage in the drum, which the Americans cannot boast of. Also, cassette French have good speed and do not experience problems with penetration. However, the French tanks, compared with the American ones, have a significant drawback. They have a much higher reload inside the drum, which greatly reduces the rate of fire when you are already loaded. On French tanks, you will have to stand under enemy fire for longer, and their cardboard armor does not at all conducive to this.

Tank with automatic loader - strange object. When you fight with him - this is a formidable opponent. While you are shooting at him, he will hit you several times. When you fight on it, the battle often looks like this. Familiar sensations? take Kolobanov. Below is a helpful video. and improve your skills.

The simplest thing you can do for this is to reduce completely. you just won't take it. The enemy stood up in a rhombus. It can only be penetrated into weak spots. and completely converge. If the cord does not stand still, then it is better to look for another target. it will be easy to punch him, no matter how he turns.

Mouse is a difficult opponent. But now he is busy dueling and standing sideways. A convenient opportunity to shoot him in the side. More precisely - in the tanks. There is a possibility that a fire will break out. A good target would be a heavy tank that turned its turret away and got carried away with the duel.

Even if he decides to take revenge, there will be enough time to take cover. It is important to know how much damage one shot and a full drum do. from difficult situation. For example, from this one. Who to shoot? The first target is the IS-7. there it is difficult to break through his tower. The first projectile will solve the problem.

Second and third we save an ally. The PT missed and will not have time to reload. So there was no need to rush. The last shell will go to the E-100. the drum is not enough to destroy the German. win this fight together. The enemy has just fired. But his next shot will hurt the Frenchman.

keep your strength? Everything needs to be calculated! How long does an American recharge? How fast can the "drummer" shoot? And how long would it take him to hide behind cover? Let's try! One two Three. T110E5 is not so durable anymore, but the drummer is alive and well. rarely happens.

The T57 Heavy is strong enough to survive four penetrations from the IS-7. You can answer with the same number of reels. The main thing is to respond with four shots for one hit from the enemy. And then as many as three ISs will be destroyed. Why not claim to win? But in practice it's more difficult.

lowest average damage. And avoid large caliber guns. Otherwise, the benefit will slip away. always good. anyone can offend. So he pressed the "C" button and Became ... Completely ... Weak. Therefore, it must be done on time. When nothing happens. When to change position.

When the shells in the clip are not enough to destroy the enemy. and allow it to be done. There are always many options. turn weakness into strength. There is no need to rush into combat. First, let's assess the situation on the near frontiers. We move the camera as far as possible and look around. What's going on on the side? And behind?

You need to do this often. At the beginning of the battle, we look around so as not to collide with the allies. looking for a suitable target. We change position - we look around so as not to fall under enemy shots. will give you a mini-map. She will tell you what to do now. fired sluggishly.

From a convenient position we look out for the target. We punish the enemy who made a mistake. into the active phase. There are more opponents, and they attack. We must retreat. retreat again. The allies have the advantage, and they went on the attack. We move behind and support them with fire. Use cover to reload.

And so - until the opponents run out. Or allies. according to the second scheme and retreat. childish mistakes. But do not guarantee success. with the enemy. One theory is not enough to win. We need the right action. Effective tricks. and at close range. Mount Prokhorovka.

The enemy illuminates neatly. It is difficult to break through a solid tower. And there is no one in the center of the map. What can be done? We approach the center so that the enemy is outside the circle of maximum visibility. Without the risk of being detected - shoot.

When the strength of the opponents decreases, the allies will grow bolder and go on the attack. and a simple rule of 15 meters. Light up the enemy. no longer transparent. We shoot. T57 Heavy have to shoot from the tops of the hills.

Usually commander american tank leaves, goes into the sniper scope, finds the target. And only then wait for the full information. He spends enough time doing this to shoot at the enemy and ... lose a fair amount of his durability. Unpleasant! But damage can be avoided.

We drive up to the top so that the enemy does not detect us. We look around and find a target. We point the central marker of the gun at it. We leave carefully. The circle of information should be as small as possible. Now you can shoot and immediately take cover. he will have much less. But Batchat has neither accuracy nor vertical aiming angles.

Yes, and the rear location of the tower. Rolled out to the top and ... What to do? Play from the folds of the terrain! And you need to leave for a shot astern. small part of the tank. It will be difficult for him to get in. If he hits, the exchange will not be in his favor. You can cheat and increase your chances.

After the shot, we quickly hide and wait for the start of information behind cover. We carefully pull back. When the gun marker is on the enemy, we switch to sniper mode. aiming at vulnerable spot and press the W button. will be the smallest. Seize this moment and shoot.

If the enemy misses, you can stop and calmly shoot the remaining shells. This is a tricky one. in the training room, and then use in combat. on the enemy on the go. The dispersion circle is very large because the turret and hull are in motion.

To increase your shooting accuracy, slow down before firing. difficult, but possible. With the right mouse button, "capture" the target. So the tool will make less unpredictable movements. The ill-fated circle will also be smaller. Slow down before firing. and aim. Now you can shoot.

Yes, experienced players use auto-aim. And don't be shy. and met the enemy there. not the best solution. What to do? It is necessary to seize the moment when the enemy moves forward, but cannot yet shoot. We bring down his harp through the front roller. projectiles in the drum. The trick here is this.

An enemy with downed tracks quickly realizes that it smells like kerosene, and instinctively uses a repair kit. You need to calmly wait for this moment and continue shooting. Allies will do the rest. groups per group? You can put someone on the skating rinks and shoot the drum.

But the rest of the opponents will definitely try the AMX cardboard tower for strength. So, you need to shoot at the most extreme. And only in the case when other opponents cannot fire. They are reloading or are already behind cover. Simple and helpful. need to use. .. allies.

They did not expect? Yes Yes exactly! there is a dead zone. We stay in it. we leave, shoot, and again back to safety. In such situations, it is important to count the strength points of opponents. We patiently wait for the shells in the drum to be enough to destroy them all. We choose a good moment.

We break in. Karuselim. We hit frags. If nothing counts, then it was all in vain. Hey Angar! Enough about the rules and techniques. They should be enough to take Kolobanov. What could be more fun? Just become the hero of the battle yourself. Are you ready? What is the reload of the E-100?

Answered correctly - click "to battle." No - see our guides.

6 years ago Comments: 2


Right now in game world of Tanks there are a lot of drummers (that is, tanks with automatic loaders) in the game. Most of them are among French tanks (for example, amx 13 75), although a branch with American vehicles equipped with automatic loaders has also appeared relatively recently. Developers are planning a second branch in the foreseeable future German tank destroyers, on the tenth level of which the car will also be located with an automatic loader. Currently, there is only one tank destroyer with a drum in the game, this is a French vehicle of the tenth level.

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Features of "drummers"

Playing tanks with a loading drum is quite different from other types of vehicles and involves special tactics. The drum allows you to inflict very significant damage in a short period of time (about ten seconds), but then you need to go on a long (sometimes very long) cooldown. If reloading between shots is only a couple of seconds, then reloading between reels can take twenty or even forty-five. All this time the tank is defenseless.


Thus, a drummer can be both very dangerous and practically useless, it all depends on whether the drum is loaded or not. This makes a tank with an automatic loader extremely dependent on the team. Allies should both cover you while you're on cooldown and distract the enemy so you can deal maximum damage to them. Without proper cover and support, the formidable drummer turns into easy prey.

If you look at the Wargaming league records, you will see that tanks with automatic loaders usually make up more than half of each team. But why aren't there so many of them in random battles? The point is that the drummer becomes a formidable force in the team played, and in random battles he is often simply defenseless if he does not go to reload in time.

Playing tanks with an automatic loader is not easy

Playing drummers is quite difficult, as you have to literally learn some aspects of the game all over again. It will no longer be possible, for example, to confidently push through the direction alone if you are opposed by several tanks below the level. Of course, you outnumber them with firepower, but during the long reload time of the drum, you can be destroyed.

Thus, you need to ride with a group of allies who will cover you if necessary. One of the downsides of many drummers is the relatively small . For example, for the top gun T69, a medium American tank of the eighth level, it is 173 mm. For the eighth level, this is clearly not enough; it will be problematic to break through many opponents of their level in the forehead. Few can afford to use "gold" ammunition all the time.

Obviously, the ability of tanks with an automatic loader to deal a lot of damage in a short period of time is compensated by such a small penetration. This forces and shoot him in the side or stern. And here again, allies will be indispensable, because they must distract the enemy so that he does not turn around to you with a strong forehead.

Riding a drummer alone without much fear is possible only if you play on light tank. Him high speed and maneuverability, which allow you to simply drive away from the enemy after you have shot the drum. In general, the tactics of playing tanks with an automatic loader involve precisely such unexpected raids on an unsuspecting enemy, the rapid consumption of the entire drum and a hasty retreat.

Distinctive feature - weak armor

This tactic also works well because drummers are poorly armored. The "paper" armor of the French has long been the subject of many anecdotes, even heavy tanks high levels of this nation easily break through in almost any projection, you can only hope for. The branch of American drummers also cannot boast of thick armor. The only exception here is the French tank destroyer of the tenth level, but it only holds a blow with its forehead, while the sides are covered « french cardboard» in 40 mm.

At the same time, discharging the entire drum into the enemy and not taking damage yourself is usually not easy, even if you went to the enemy immediately after he fired. For example, if there are five projectiles in the drum, and the reload between shots is two seconds, then it will take ten seconds to empty the entire drum. This is a fairly large period of time. The enemy may have a shorter reload time, other tanks can cover him, etc., so even in these ten seconds you can take damage.

Thus, you need to learn to guess the moment when you should leave and start unloading the drum. If you are attacking a group of enemies from several tanks, then you need to act especially carefully, even if they are distracted by allies. If they paid attention to you, then you should not be greedy, it is better to hide behind cover and go to reload than to put into the enemy last shell and take damage.

Target - single tanks

The ideal target for the drummer is a lone slow opponent, often in random battles you can meet heavy tanks that have strayed from their team and are an easy target. It remains only to discharge the entire drum in them and hide in search of a new victim.

In general, a tank with an automatic loader can be effective on both open map, and in the labyrinths of the streets. Drummers perform well both in attack and in defense. But they are best suited, of course, for quick and unexpected, unexpected defense breakthroughs, when you need to inflict the maximum amount of damage in the minimum amount of time.

What skills to explore?

Of the skills and abilities, camouflage is often useful for drummers, as it allows you to hide in the bushes, wait for the right moment and surprise the enemy from an unexpected direction. Although it is difficult to advise something here, since the game is various types technology is very different.

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