What equipment to put on 263. Modules

Career and finance 10.08.2019
Career and finance

Well, i.e. the introductory ones are more or less known to everyone: 263 is such an imba. The branch before him is solid cacti. Many (judging by the reviews on the forum) tried to pass, but could not stand it and quit. In this article I will try to talk about the machines of this branch and how to download them with minimal damage to home furniture.
The branch of Soviet anti-aircraft guns on the SU-100 branches into the "main" (SU-152, ISU-152, ob.704, ob.268) and "alternative" (newer - SU-100M1, SU-101, SU-122-54 , ob.263).
The first branch is more or less known to everyone - the cars are popular, in some ways they are immature. In short, these are heavy, clumsy (up to level 9 also “cardboard”) vehicles with huge alpha and penetration. The branch is very comfortable in pumping (except, perhaps, the plug with 64K experience on the BL-10 on the ISU).
The “alternative” branch is dynamic, maneuverable (usually based on ST) vehicles with low alpha, good DPM, medium penetration, and almost everything with disgusting aiming angles (a gun depression angle of -4° is considered very comfortable in this branch). In general, there is an opinion that you should not download this branch of the PT first, you need some experience in the game. It will also be easier for her to download for those who pumped Soviet STs (some of the modules from STs will be installed on these PTs) or Chinese STs (they will not “burn” so much from UVN).
Another point - since the branch is considered "cactus", then most of the nerfs pass by, and often the other way around - the cars apk slowly.
I’ll make a reservation right away, in my opinion, the choice of a branch begins from the moment the main gun is selected on the SU-100. The fact is that both top barrels are playable on this machine. The D-25 (on this machine is D-2-5S, which is the same thing) has a good alpha for its level, the D-10 has a slightly higher DPM, accuracy and penetration with a sub-caliber (piercing the BB is the same). I for a long time rolled with the D-25, and could not adapt to this barrel in any way. Got out, converged, rolled back ... Too many actions for an alpha in 390, which not only does not one-shot, but does not even half the weights of lvl 6. But this is the famous "destructor" - so I tried to get used to it, until at one fine moment I spat and put the D-10. And almost immediately took the first master. It was then that I thought - should I go for cars playing from alpha, if it is quite obvious that it is easier for me to play from the rate of fire ...
So for those who are just rolling the SU-100, I would strongly advise you to try both barrels. And already on this machine, decide whether the game will work for you from a small CD.

Okay, let's say we decided to move on. So, the first car that we meet is PT 7 lvl, SU-100M1.
Outwardly, it is rather ugly, with a rear cabin. But after I went through this car and left it in the hangar (and at the same time a good crew on it) - I think that after the nerf of the SU-85B review, this best tank of the ones I've tried.
At first, I could not approach this branch for a long time. I thought that the top-end gun with a penetration of 6 lvl (175/235 is almost a complete analogue of the D-10 on the SU-100) at this level of battles is nothing. On the other hand, many SU-152s ride with D-25s. And I’m generally silent about the imbued prem SU-122-44.
In short, the car is peculiar, but if you try it ... What is there cool at lvl 7? E25? In 90% of cases in pvp, the "chisel" parses the "yeshka". The disguise (not tabular, but empirical, felt during the game) is gorgeous. Ninja as is. The DPM is impressive (spacing, valve, 100% crew, BoBR - 250 alpha every 4.87 seconds!). The view in 360 is "boosted" by the pipe - and the car begins to dominate at this level. I scare away many angles (UGN -8 ° ... + 8 °, UVN -4 ° ... 20 °), but whoever played the SU-85B will not feel discomfort. In general, this is such an analogue of "behi" at the 7th level. Fast (max. 50), maneuverable, inconspicuous, with a good accurate gun (0.33) and a smart DPM. Yes, lvl 9 often does not take heavy weights in the forehead. But the "beha" does not break through everyone. But this can be compensated by OVTM - if you can’t pierce it in the forehead - bypass it. And not just go to the side, but change the position / flank so as to win back from the review / invisibility. If the map is “tunneling” - and it is necessary to hold back the direction (for example, an enemy rush along the first line of Lassville) - we don’t penetrate in the forehead, but we can perfectly (with such accuracy) put on the harp (and keep holding - 4.87 seconds, Karl!) and ask for focus. Experience and silver will drop for "help in dealing damage" (which, by the way, is taken into account when receiving stars).
In general, the car is very good. But we must actively act on it. Do not "rush", but constantly look for more advantageous positions. Who played the "yeshka" - will understand. The armor is weak, but there. In extreme cases, you can go into the clinch - no one can hold out against our guns for a long time, and a mask or armor can beat something off.
In short, after passing this machine — I was very happy. Well, the first car was very comfortable. Well, "people are lying!" same. Happy early...


SU-101. The main, according to many (in my opinion, by the way, too), is the "cactus" of this game. What is so terrible about her? The car has positive sides. But there are two things that make it very "stool-burning".
1) UVN. Gun depression angle -2.3°. I somehow became interested, and began to look for cars with similar angles. Honestly, I didn’t find it - everyone is better in this branch, the Chinese are better. What does this minus two degrees mean?
Firstly, it is very difficult to find a comfortable position for shooting, you have to crawl, adjust, etc. Okay, more or less acceptable positions can be found and remembered. But there is another point, the typical relief of modern maps is a hillock / pass and a bush on it. We will not be able to stand in the bush - to be able to shoot, we must roll out of this bush halfway. And in this case, there is no point in getting into the bush at all, if only to shine. About a rollback of 15 meters when worn out, you should generally forget.
But that's not all. The angles are so lousy that in a duel, when you take off, you fly up to a shot opponent to get him - the slightest bump or bump - and the muzzle looks into the sky. While you are trying to crawl to lower the gun, they begin to calmly disassemble you ...
2) Economy. Top barrel (from T-54), alpha at 320, penetration 219/330 (gold - cumuli, who in the subject will understand the pros and cons of this). By the way, during the armor penetration nerf test, they wanted to increase (sic!) Penetration for this barrel))
So. One bb-shka costs 1230 silver. 1230 with alpha at 320 and penetration at 219. And the alpha is small, and half does not penetrate. But each shot is minus 1200. Well, we don't pierce, we charge the gold, we try not to hit the screens, we start to pierce. But a gold projectile costs 4800 silver. At 320 alpha. If you meet TapkaB or E75 and disassemble it with gold (if you break everything and fly out the middle alpha) minus 29K silver. Well, 9 thousand will be thrown for damage. So minus 20 thousand such a "meeting" will get up for you. It is difficult now to say any specific figures, but this machine will gobble up several millions of silver when pumping!
Now the pros:
Review - 380.
DPM - (100% crew, BoBR, ram, valve) 320 alpha every 5.53 seconds! By the way, the filthy economy can somehow be compensated in the same way as on the "chisel" - we keep it on the harp and let the allies pay us half the silver from the damage inflicted. Mixing and accuracy (0.35) are quite good.
UGN - a bit better than the "chisel" (9.3 in each direction). The armor is much better than that of the shed-cardboard ISUkha. The mask holds the blow of almost any weapon. Those. PT may well tank. Not purposefully, but to beat something off - as a nice bonus. Small LT / ST will not be taken head-on at all.
Speed ​​and dynamics like ST.
Many advise to play it in the "ST-style". The problem is that CT has a tower, stabilization, hp and uhn. Even the T-54 with such a gun has -5 °.
Oh yes, even the smallest amount of hp on the level. Campaign in general among all tanks, except for art. 990hp And this is a big imbalance! If at level 9 the situation evens out, then at lvl 8 strands, HP starts from 1500. So dpm-dpm, but in pvp with a single-level heavy, you should only go when it has a significant drawdown in HP. In other cases - only from a distance. The disguise seems to be nominally good, but at these levels it no longer solves. Will see. Except for the completely blind or noobs.
In general, the car is playable. If there is silver and a teflon chair. And everything would be fine, but this, his mother, 8 lvl! This is the level where there is ISU and Borsch. So it's sad...
Before SU-122-54 we need to earn 150k experience.
By the way, psychological advice - do not force the pumping of the car. It is worth playing it slowly, measuredly, without rushing to pass and forget as soon as possible. Otherwise, everything will turn out the other way around. Many could not stand it and threw the branch at that very moment. You have to get used to it. I myself wanted to get through as soon as possible - I pressed "To battle" and tried to immediately run to shine / damage in order to grab the experience. But immediately a wave of plums began. And plums, and the car does not drag ... Uzhs! It only helped that there was an action against lions, sort of. I tried the opposite, to play from the endgame - "let them butt, then I'll get the shortfalls." Useless. Maybe this is some kind of psychological block - if you consider the car "passing", then you will not try to reveal its full potential. But there is still potential. I myself had a period when she really delivered - in the middle of pumping, when I tried to play measuredly. And as I began to count how much experience was left for lvl 9 - that's it ...


SU-122-54. I’ll make a reservation right away - on the pumping branch. As soon as you decide to download a branch, do not spend all the free experience before that. Neither machines nor modules. Believe me, there will come a critical moment when you will desperately need this experience. This is the opening of the top svtol at 122-54. Because how to ride with the top SU-101 (219mm, Karl!) among the 9th and 10th lvl... Well, yes, the T-54 has the same, but that's not all... Pumping BL-10 on the ISU - flowers, according to compared to these trash. Playable only on full-gold (you yourself understand with what wild minuses for silver)! So the whole experience is here (64K)!
Another point - the top-end gun will fit on the stock chassis, but only the anti-reflective coating will fit from the modules. So I went through the top barrel-torsion bars-rammer-chassis.
In general, the car is much nicer than the SU-101. UVN is already at minus 4 degrees. UGN like a "chisel". The increase in hp is very significant - not even absolute, but relative - now you can climb into exchange with strands. There is armor, but such ... Lousy. Ob.704 is much stronger in this regard. But tanking. The mask tanks everything (he fought off both Japesto and bbshki from FV183).
In general, peers will be more poimbo (704, undersized). But this machine can also do a lot.
The top barrel of the M-62 is similar to the 9-10 lvl cords (IS-4, IS-8, ST-1), only faster and more accurate (0.35). Gives out 440 alphas every 7.6 seconds (without soldering, but with everything else stuffing). According to the DPM, only Tortila is cooler. Penetration of 258/340 is not particularly impressive, but it is enough. Level 10 is difficult against thick-skinned, but you can also aim. But it's better to go the other way.
Review - 390.
But the most important feature — it's dynamics and maneuverability. This is a real ST (it’s not without reason that it is based on the T-54). 18.6 hp / ton, 40 degrees turning speed (only SU-76 is higher in Soviet anti-tank guns, the Behi is the same)! Such a joke is connected with this - only a very fast and maneuverable LT (which does not lose speed in turns) can spin a car on a flat field along a minimum radius. In all other cases, the auto-aim is constantly aimed at the carcass. At the same time, a small dirty trick shoots us in the frontal armor))
On this machine, you can have fun with LT. The car is rare in random, many are not aware of its performance characteristics. Usually the style of the LT (or some STs) is this - choose the moment, break into the rear of the enemy, shit there and fade away. Well, there is some kind of “clumsy” PT of the 9th lvl - you can also charge it in the stern on the go a couple of times. And then this PT breaks down and rushes to catch up. And you’ll throw off the figs from her tail, so even on the go, on cd, throws 440 alphas each. In short, fireflies rarely leave alive. She has nothing to do in the corridors - she (like 704) will not hold back a rush. He can rummage through the bushes, but breaking through at 258 at a distance rolls down to dull. Nominally, she has one of the best disguises (not at the level, but in general among all PT 7-10), in fact it’s better not to check)) The car is good at pulling out battles. When art remains, a few shortcomings and a nervous standing is outlined. Here is her element - to fly around the entire map, highlight opponents, get the underdogs, hit the road to break the capture, return and stand up herself, etc. In short, such a creative, but absolutely unbalanced machine. It is played hard, as if you are working, not relaxing. The same effect is associated with pumping as in the previous one - you should not chase after 220K experience up to ob.263 (thank God - a sane number) - the machine will “take offense and take revenge”. I checked it myself again.

About the top (v.263) I will add later. So far I've only tried one fight. General advice throughout the branch - DO NOT HURRY TO UPGRADE THE NEXT CAR! Well, that's it in a nutshell. I won’t write more about cars (like full-fledged guides) - I’m already tired ... There will be questions / additions - write in the comments.

Hello tankers!

In our wonderful game, there are a huge variety of the most different tanks- for every taste and color. Some cars differ significantly from their classmates in features that are not characteristic of them. We will talk about one of these now. If you love armor, love amazing firepower, and prefer fast cars, then our review today is just for you! Meet - perhaps the most controversial Tier X tank destroyer - brash, Soviet About. 263!

History reference

The development of an anti-tank self-propelled gun under the symbol "Object 263" began in 1950 in Special design office tank building (OKBT) plant named after Kirov in Leningrad. Under the leadership of the chief engineer V.S. Starovoitov, a preliminary design was carried out in three versions and a full-size wooden model was built. The car was developed on the chassis of an experienced heavy tank IS-7, which never saw the light of day. As the main armament, it was supposed to install a S-70A ship gun with a caliber of 130 mm in an open-top armored cabin. This gun mount was created at the Central Artillery Design Bureau under the leadership of the legendary G. Grabin (guns of his design are on such machines as SU / ISU-152, S-51 / SU-14-1, etc.). The planned rate of fire reached one and a half shots per minute, the transportable ammunition for the "Object" consisted of 14 shells.

The tank was not mass-produced, it was not in service.

Analysis of the performance characteristics of the tank

Detailed information about the car is given in the screenshot, let's talk more about the key characteristics.

Armor protection. As for a Tier X tank destroyer, our unit has pretty good armor, but only from the front of the hull: 250 mm cutting and VLD of the same thickness at an angle give us for 300 mm reduced armor- such a "skin" is too tough for almost any weapon in the game. But vulnerable zones are also present in the forehead: the mask of the gun, which has almost no slope, takes most of the shells, and the NLD is not protected as well as we would like. Is it worth mentioning the side and stern armor? Is it possible to formally indicate such nondescript numbers: 80 mm from the sides and 50 mm from the stern. Even land mines often go there with penetration - the reservation is so negligible there, but we drive forward with our foreheads, and besides, our excellent maneuverability allows us to hide vulnerable tank projections in time, but more on that below.

Object 263 has a HP of 1900, which is average for a PT on the level, not bad.

Firepower. The S-70A gun is the main highlight of this machine! Accurate, rapid-fire, penetrating cannon, as if not from Soviet branch even where we are used to a little different. 130 mm caliber, average damage per shot 550 . 550, Carl! These, of course, are not as impressive numbers as the others, but the low alpha is more than compensated by the fast reload, and, as a result, excellent damage per minute. On "full stuffing" we charge in 8.06 seconds - almost like an ordinary TT-10. DPM in this case will be 3817 units is an excellent indicator second place among all PTs at the level, right after the Swedish Strv 103B, which we'll talk about a little later.

The main projectiles for our gun are APs with a penetration of 290 mm, which is quite good. Golda - BP with a penetration of 330 mm, which you can’t complain about - they fly faster, pierce more, cost more. Everything is fair. There are also land mines with a one-time damage of 750 - at least somewhere we won back. But it will be possible to apply no more than 5% of cases.

Gun accuracy: 0.32 m per 100 m, aiming time 2.5 s. Having pumped the car to the maximum, we will get 0.29 accuracy and 2.04 with information, which is already much more fun. When taking into account a 100% trained crew without perks, the gun is loaded in 10.69 s, with all the goodies it will be about 8.06 s.

Downward, our barrel bends by 4°, rises up by 18°, the horizontal guidance angle (because we do not have a turret) is 14° - 7° in each direction. Sparsely, but compensated by the overall maneuverability.

Dynamics. Here, our unit also did not lose its face. The M-50T engine from the IS-7 with a power of 1050 hp. accelerates a sixty-ton carcass to an enviable 55 km / h, some STs are slower. We are driving in reverse at 20 km / h - it is convenient to run away from positions. The specific power is 17.35 hp/t. Rotation speed in place - 32°/s.

Detection. The view of our car is good, especially after its general nerf for this class - 390 m. you can’t put “Ventilation” on the self-propelled guns, because of the open cabin, I advise you to install “Coated optics” for a constant increase of 10% to the review or “Stereotube” for an increase of 25%, but only in a standing position. Thus, we get 429 m of view with optics and 488 m with "horns". A pumped crew will give an even greater boost in vision, but one way or another we will get the maximum numbers, cool, you must agree. The car has a disguise, but not phenomenal - “Mask. network "I do not consider it a necessary module, but it is worth pumping it out for the crew and putting on camouflage - in a third of cases you will not glow after a shot, but only if you are standing behind the bushes.

The choice of equipment, equipment and crew perks

Crew upgrade The crew will be upgraded for damage, disguise and a general boost of all skills:

  • Commander:"Light bulb", "Repair", " The Brotherhood of War"," Disguise "
  • Gunner:"Repair", "Disguise", "Combat Brotherhood", "Smooth Turret Rotation"
  • Driver:"Repair", "Disguise", "Combat Brotherhood", "Smooth Ride"
  • Charging:"Repair", "Disguise", "Combat Brotherhood", "Desperate"
  • Charging:"Repair", "Camouflage", "Combat Brotherhood", "Contactless ammo rack"

Choice of equipment. Equipment, of course, is assembled according to your play style, for this tank destroyer there are two of them: a fun one and a regular one. The fun part is to drive around the map with a TT or CT and support them, because the car was originally conceived as an assault car. The usual one involves using it as a classic PT, which does not realize the full potential of the machine.

Playstyle "Assault Tank Destroyer":“Rammer”, “Aiming Drives”, “Enlightenment”, this setup is suitable for close maneuvering combat and in some cases allows you to even shine on yourself or your allies. Rush with allied STs to the flank and destroy everyone morally and physically, because the enemy will not stand idle for long under heavy fire. For a more relaxed gameplay, you can use "Horns" instead of enlightenment, but this is closer to the classic PT, about it below.

Playstyle "Classic Tank Destroyer":“Rammer”, “Aiming Drives”, “Horns”, for even more immersion, you can replace one of the modules with a “Camouflage Net”, this setup assumes the most common gameplay for AT - stand in the bushes and wait for the prey. As soon as the enemy appeared in the sight - click LMB, anyway, less than a minute from him and wet place won't stay. This option is the most boring, because we have everything for bursts and a vigorous cut.

Choice of projectiles. The ammunition load of the PT consists of 42 shells. In most cases, the AP can penetrate almost any enemy, but it’s still worth loading a dozen premium shells - for a special case:

Shell setup for playing in random (BB / BP / HE):

  • "Assault Tank Destroyer" - 30/10/2
  • "Classic Tank Destroyer" - 25/15/2

Choice of equipment. Everything is standard here in most cases - we set repair kit, "first aid kit" and fire extinguisher, which can optionally be replaced by "Doppyoke", which will improve the already excellent performance even more. The PT burns infrequently, but the engine is in the forehead, so keep that in mind.

As mentioned above, the object of our attention is not a simple PT. Standing in the far corner of the map won't do much to help the team. Of course, you can stand, I exaggerate this - but remember that this is the most inefficient use of this machine in combat. Something too often recent times I write that you can’t stand, but what can you do, such is the technique and realities of the random house. Object 263 - assault anti-tank in all its glory. Feel free to roll with a flock of medium / heavy tanks, choose a position where your NLD will be closed and dismember the enemy. Believe me, your mind-blowing firepower will not leave anyone indifferent. Enemies back away, unable to oppose anything, while their HP decreases every 9 seconds. A feast for the eyes.

It makes sense to use our anti-tank as a classic "firing point" in the bushes only if you are surrounded, or most of the team has already been killed - then no one will blame you for this, in most cases this is the only way to somehow influence the outcome of the battle.

You are able to be one of the first to occupy key positions on the map and hold them until the allies approach. So what, what are you on PT? Who said that she does not tank and cannot shine for herself? Prove otherwise! Just always remember that your sides are not able to take a hit as well as a frontal projection.

So we have come to the topic of the use of armor and survival on the battlefield. The maneuverability of the car is enough to expose the enemy to an uncomfortable angle or projection at the right time so that he does not break through you. Focus your attention on the opponent's barrel when he is looking at you, try to understand where he is aiming and sharply wag to the side or turn his forehead - in most cases this trick works. Also, we have practically no equal in the clinch. After the recent transfer of the machine to HD, even the vulnerable mask of the gun does not break through with every shot, the rest of the forehead is even more so. There is one more small trick that I can teach you - if the enemy approaches you and enters the clinch, most often he will not pierce anywhere, even into the MTO cover, and to further increase the chances of not penetrating during his shot, stand a little closer to him “Rhombus”, turning his forehead at an angle of 30-45 °, even then the ghost will simply go off scale, and the unlucky enemy will fly into orbit on his own thrust. But such a trick will work only in the clinch, when shooting head-on, it’s better not to do this, otherwise you risk opening the rink, through which you can receive damage with a transmission crit and compete with the T95 in terms of speed until the end of the battle.

Take care of the sides and stern - after all, there is no armor from the word at all. Even an LT flying in from the side promises us big trouble. When firing at the sides, the ammo often flies out and the crew members come out, and some tanks with "evil" land mines, for example, the British HESH, or the Ru 251 land mines are able to break through us with full damage.

You should also be wary of artillery. Since the PT does not have a roof, there is only an open cabin, a lucky artilleryman may well throw in there, if they are all wrong. Artillery is one of the scourges of the object, fortunately, this happens quite rarely, but still do not forget about it, because our "trough" is always a welcome frag for artillery. Fortunately, the developers have covered the heads of the crew a little in front, so that high-explosive rain is not as terrible as before. I still remember those times when there were quite a few such PTs in a random house and everyone deliberately hunted for them in order to take a rare medal "Expert: USSR", which was issued for the destruction of all Soviet tanks at least once.

Let's summarize: you should play on the object aggressively, but thoughtfully, you should not climb into the notches without the support of allies, or if you see that you are alone on the flank. The PT moves fast, which allows you to take good positions, use this. An excellent DPM will help you realize your car at medium and close distances - where you are the king and impose your rules on the enemy. Take care of the NLD, sides and stern, beware of artillery. Expose the enemy with an armored forehead whenever possible, and Bird will generously reward you with huge damage numbers and the joy of playing on it. Try it - you will definitely like it!

Overview of the advantages and disadvantages of the tank. Results

Advantages:

  • the most accurate gun with good penetration;
  • transcendental DPM;
  • excellent maneuverability and "maximum speed", both forward and backward;
  • excellent frontal booking;
  • low silhouette of the car;
  • the best PT in terms of the combination of combat and running characteristics;

Flaws:

  • small UVN and UGN, a small sector of fire;
  • the smallest one-time damage among all PT-10s;
  • open felling;
  • vulnerable NLD, behind which the engine is located;
  • rather long body;
  • weak booking sides and stern.

Summarizing all of the above, I would like to say that Object 263 is one of the most underrated ATs in the game. Few people are interested in her pumping branch, largely due to the “cacti”, which not every player can cope with. But anyone who has tasted Ob.263 at least once will not be able to come off. Indeed, in terms of the totality of its characteristics, this PT is able to play for several classes at the same time, this is rarely seen. And it's really nice to play on it; both experienced players and beginners, this machine is able to give an unforgettable experience of the game. Download 263! Believe me, all your suffering on the way to the coveted top will pay off a hundredfold immediately after purchasing the Object, try it, but remember that it will be hard to break away!

Good luck on the battlefield!

In the late forties of the last century, the heavy tank IS-7 was created in the Soviet Union. He had excellent weapons for his time and solid armor. However, a number of circumstances related to the emergence of new armor-piercing ammunition and the peculiarities of the country's road network led to the closure of the project. The IS-7 was never put into service. At the same time, the undercarriage of the heavy IS-7 earned a number of positive reviews and some representatives of the country's military leadership were in no hurry to abandon it. Yes, and the 130-mm gun was quite a tasty morsel.


In this regard, in 1950, the designers of the Leningrad Kirov Plant were given the task of creating a heavy self-propelled artillery mount based on the IS-7 tank. The project received the designation "Object 263", and V.S. Starovoitov. Initially, three variants of the new self-propelled gun were created, differing from each other in some design nuances. In the course of work on the “Object 263”, these options were often “exchanged” with various design nuances, and as a result, only one version remained in the program, which was predicted to have a great future.

Since one of the main requirements for the new self-propelled guns was maximum unification with the IS-7 tank, its running gear was borrowed almost unchanged. The engine and transmission group remained the same: a 12-cylinder V-shaped M-50T diesel engine with a capacity of 1050 horsepower and a six-speed gearbox. The same can be said about the suspension, rollers and tracks. At the same time, the overall layout of the hull has been significantly adjusted. The self-propelled armored cabin was supposed to be located in the rear of the hull, so the engine and transmission were moved to the front. The fuel tanks, in turn, were now located in the middle of the armored hull. The change in the alignment of the vehicle associated with the reconfiguration was offset by an increase in the thickness of the armor. First of all, it is necessary to note the forehead of the "Object 263". Unlike the forehead of the IS-7 tank, it was not made according to the “pike nose” system, but was a simple combination of straight panels. The main advantage of the location of the armored panels at an angle to each other is to increase the level of protection in comparison with the "straight". For this reason, it was proposed to equip the "Object 263" with a frontal sheet 300 millimeters thick. The hull sides in the project had a much smaller thickness, from 70 to 90 mm. As for the armored cabin, it also had solid protection: a front sheet of 250 mm and sides of 70 mm. With such armor, the Object 263 could withstand shelling from all existing medium tank cannons and a number of more serious guns.

The main armament of the self-propelled artillery mount"Object 263" was supposed to be the S-70A gun. In fact, it was a further development of the S-70 gun, designed for the IS-7 tank. This project, created at the Central Artillery Design Bureau under the leadership of V.G. The grabina dated back to the pre-revolutionary B-7 naval gun of 130 mm caliber. It is worth noting that in the course of several deep upgrades, the design of the gun was significantly changed and the S-70A had almost nothing in common with the original B-7, except for the caliber. The S-70A gun had a solid size, caused primarily by a barrel length of 57.2 calibers. In addition, the breech and recoil devices were considerable. Because of this, the layout of the cabin turned out to be rather unusual. The breech of the gun almost reached the rear wall of the cabin. For this reason, the latter had to be made folding. It was assumed that before the start of the battle, the crew would lower this part and be able to work without fear of damage to the cabin. In addition, the folded back sheet slightly increased the floor area of ​​the fighting compartment, which could make the work of the crew a little easier.

The 130mm cannon had a very high recoil. Therefore, to the muzzle brake of the slotted system and recoil devices, it was necessary to add a hinged support device resembling a bulldozer blade. The available photographs of the layout of the "Object 263" show that in the lowest position it held the lowered stern leaf of the cabin on itself. Ammunition holders were placed along the sides of the cabin, on their inner side. Separate loading shots were fixed seven from each side. For convenience, the shells were located in one holder, the shells in another. Loading the gun was the responsibility of two crew members: the loader and his assistant.

In total, the crew of the self-propelled guns "Object 263" was supposed to include five people: a commander, a driver, a gunner, and two loaders. For direct fire, the crew had a TP-47 sight, and for firing from closed positions it was proposed to equip the self-propelled gun with the TSh-46 sight. The estimated rate of fire of the "Object 263" was low - in a minute the crew could manage to fire no more than one to one and a half shots. main reason this was a specific layout of the cabin, which did not allow reaching the indicators that the IS-7 tank had (about six shots). The low rate of fire, according to the opinion of the military and developers, was to be compensated by the high firing characteristics of the long-barreled gun. So, from a distance of two thousand meters, the S-70A gun, when using the BR-482 armor-piercing projectile, was supposed to penetrate up to 160-170 millimeters of homogeneous armor (at an encounter angle of 90 °).

At the beginning of 1951, the preliminary design of the new self-propelled gun was ready, and it was presented to the commission of the Ministry of Defense. The military authorities got acquainted with the work of the LKZ designers, after which the assembly of the full-scale layout of the ACS began. On the layout, it was planned to test some ideas and identify problems with layout, ergonomics, etc. Just a few weeks after the assembly of the Object 263 layout was completed, an order came from Moscow: to stop work on the project. Of course, the 130 mm gun was a very good argument on the battlefield. However, the estimated mass of the new self-propelled artillery was at the level of 60 tons. This was 8000 kilograms less than the recently closed IS-7 project, but still too much for practical use in the existing conditions. The design of self-propelled guns, theoretically, could be facilitated. But only at the cost of reducing the level of protection, which would not be the most reasonable solution. Based on the combination of advantages and disadvantages, the Main Armored Directorate decided that Soviet army no such technique is needed. The only built layout of the "Object 263" was dismantled, and the matter never came to the construction "in metal".

According to the websites:
http://blogtanker.ru/
http://armor.kiev.ua/
http://gosu-wot.com/

The next changes are coming in the game and now the branch of Soviet tank destroyers will undergo changes. A new TOP will be introduced into the game: Object 268 4th option. This innovation shifts all available machines down from their positions. In particular, the Object 263, by the way, is a very interesting machine, but with a difficult and thorny path of pumping, it moves to level 9, while retaining almost all combat characteristics.

Its place is taken by another "paper project" Object 268 4th option. How much will such a replacement be equivalent, because the introduction of a new PT-shki has already caused a storm of discussion? Let's try to independently understand the playability of this machine.

Object 268 option 4 performance characteristics

Let's start the review with the basic configuration. So, the developers "rewarded" the newcomer with a margin of safety in 2,100 units, which is considered a good indicator for the 10th level. Engine power is 1 000 l. With. with a structural mass of equipment of 50 tons. The combination of parameters gives a specific power of 20 "horses" per ton of live weight.

Due to this, the PT can accelerate to 55 km/h. In principle, this is a good indicator, but the car's maneuverability is very lame. The caterpillar base rotates at a speed of 21 degrees, so we have to play on a clumsy tank. In addition, cruising speed is kept only in a straight line: any turn, and the new Object slows down like a tram that has derailed.

The developers were also surprised with the viewing radius, having allocated only 370 meters for the top PT, although for most classmates, this value varies within 390-400 m. The concealment ratio is 24.4%, so you can shoot through double bushes without the risk of being detected.

Let's move on to weapons. For bending a random house, there is 152 mm M-53s gun with a one-time damage of 750 HP. Note that the indicators of armor penetration are worthy of respect: 293 mm for an armor-piercing projectile. Having loaded the gold, we increase this figure to 360 mm, respectively, we can throw it on any opponents, not really bothering with targeting vulnerable areas. The horizontal guidance angles are 24 degrees(12 in each direction), which provides a comfortable firing radius from a stationary position. The speed of information is quite acceptable: the circle narrows in 2 seconds.

However, this is where the barrel of honey ends and a huge ladle of tar remains. In particular, on Ob. 268 4 openly oblique gun with spread 0.45 per hundred meters. This directly indicates that fans of remote skirmishes clearly have nothing to catch on this PT: the vehicle is designed for combat at short and long distances.

The second unpleasant, but quite expected moment: weak UVN. The trunk drops only 5 degrees, however, given the rear location of the cabin, this was to be expected. And finally, the highlight - reload time will be 21.4 sec. In this regard, the Soviet top Object is close to the German Jagdpanzer E 100, which has a 20 second reload time. However, the "German" has a more accurate weapon capable of dealing over 1,000 damage. Accordingly, in terms of DPM, the Soviet TOP was not up to par.

The crown of the evolution of the development branch of the Soviet tank destroyers has a lot of blank spots. It is difficult to predict how the machine will behave in random mode, so the preliminary recommendations for installing additional modules will be as follows:

  • Stabilization - the accuracy of the gun clearly needs to be improved.
  • Rammer - fix reload speed.
  • Enlightenment or a stereo tube - you need to do something with a scanty viewing radius.

If visibility doesn't play a decisive role for you personally, you can experiment with installing a camouflage net or improved ventilation.

The crew size here is similar to Object 263, so you can use the experience of your predecessor without a twinge of conscience and upgrade the combat skills of tankers in the following sequence: Do not ignore combat consumables, so a fire extinguisher, repair kit and first aid kit should be present in every battle.

In terms of security, top tank destroyer The USSR looks good. Unlike its predecessor, a closed cabin appeared here, which will make artillery hits less painful. In the frontal projection of the hull, we have the declared 250 millimeters of armor. At the same time, the armor plates are located at rational angles, which increases the armor coefficient of the VLD and the front part of the wheelhouse to 290 mm in the reduction. In addition, you need to take into account the gun mask, which increases protection up to 300 mm.


The stern and sides have an armor plate thickness of 100 mm, so showing up to enemies from this angle is highly discouraged. Let's add that appearance the new 268 Object has a rather ricocheted, and comfortable HVL quite allow you to tank with a rhombus.

How to play Object 268 option 4?

Unlike its predecessor, which had a 9-second cooldown and could deal around 3,500 damage per minute, feeling comfortable in an open confrontation, the Object 268 4 Variant seems to be a kind of ambush mouse. Taking into account the long reload and poor maneuverability, the PT will not be able to tear the flank alone, sweeping away everything in its path. The best option- this is the second line of defense, from where you can slowly throw damage on the team's light.

Alternatively, a team rush can be used. In this case, we give a shot (preferably effective) and leave for a long cooldown, troll opponents and cover our comrades with our armored carcass.

Do not forget that the Object is endowed with good speed, so you can walk behind enemy lines for artillery or return to defend the base. But here it is important to always take into account that when playing in solo mode, the tank turns into a “one-shot” vehicle without the right to make a mistake. Therefore, without hitting a CT or a firefly that captures the base, you need to prepare for the fact that the enemy will spit on the capture and decide to replenish the piggy bank with one more frag.

Is it worth downloading Object 268 option 4?

Preliminary analysis shows that Object 268 4 Variant is not a full replacement for its predecessor. However, in general, the car is quite worthy to appear in the players' hangar. Note that the above characteristics are not final and are guaranteed to be “finished” by the developers. Therefore, there is a good chance to wait for constructive improvements and see a real imba.

Is the alternative replacement 263 Object good: Object 268 4 Variant?

Object 263 will be moved to level 9, giving way to a new top level 10 TD Object 268 4th variant. Such a rearrangement will affect the entire development branch, the changes made can be seen below. The crew of the new Object consists of 5 people, full performance characteristics in front of you. It is important to understand that the data is not final and will change.

Object 268 is one of the proposed modifications heavy tank T-10. Work in this direction was carried out in 1952. The designers planned to place the gun in the stern, which required the installation of a closed-type fixed cabin. However, even the paper project showed that the prototype hull would need serious reworking, so the work was curtailed, not a single combat-ready tank destroyer of this type, realized in metal, ever existed.

Object 268 option 4 video

Object 263 guide

Overview of the video guide for tank destroyers for the Object 263 is a new Soviet tank destroyer of the 10th level, which is in the second branch of the development of anti-tank. Playing World of Tanks Object 263 is very different from another tier 10 tank destroyer - Object 268.

This tank destroyer is not subject to research of various modules, because immediately after the purchase, it acquires the status of "Elite". The mass of Object 263 is 60 tons and it's pretty good. Good maximum speed. The IS-7 got the wheelbase and engine, therefore, in terms of dynamics, the Object 263 WOT will resemble. The dimensions of the tank destroyer are very large, which is only worth the case, which has a length of ten meters! It will be difficult to hide it, but nothing is impossible. If armor was not an important characteristic for all PTs, then for the Object .. see for yourself. The frontal armor is 250mm, and the cabins are 300mm! And what does this mean? This means that out of the four merged CT drums of the 10th level (BatChatillon 25t), only one shell penetrated the frontal armor, how do you like it? But not everything is as good as it seems, everyone has their own, vulnerabilities. From the same IS-7, I got the NBL (lower armor plate) with a thickness of 170mm, into which the above-mentioned ST penetrates already with 60% percent. 90mm side and 30mm cover, which means that the T50-2 that caroused you will easily penetrate into these penetration zones. And last but not least, an open cabin. In addition to increased visibility, it does not give anything sensible, and hostile artillery with great pleasure will throw maximum damage there and crit everything that is possible.

Object 263 video penetration zone

Pros:

  • Excellent review, better than the rest;
  • Excellent frontal armor;
  • High camouflage factor;
  • Fast and accurate weapon.

Minuses:

  • A lot of vulnerabilities (sides, feed, cover);
  • Open cabin - a high probability of going to the hangar from an artillery one-shot of level 7 and above.

Thus, we have many pros and cons. With a competent game, the disadvantages become insignificant.

  • Commander;
  • gunner;
  • Charging;
  • Charging;
  • Driver mechanic.
  1. Modules. Additional modules. Characteristics and brief description

The weapon of the Object is simply superb, and the reason for this is its excellent rate of fire, accuracy and penetration! With this weapon, you can easily deal with a single-level CT and TT one on one.

An important additional module (DM) is "Ventilation". It will speed up the aiming time and reloading of the gun, which will allow you to shoot even faster. Also very useful DM will be "Reinforced aiming drives" and "Camouflage net".

Mandatory set of consumables (consumables) for tank destroyers: "First Aid Kit", "Repair Kit" and "Fire Extinguisher".

  1. Game technique

You can play tank destroyers while sitting in ambush (boring), or act as support.

"Ambush": Object 263 World of Tanks has good camouflage, and in addition to the camouflage net and 100% upgraded camouflage of the crew members, we get an excellent result. We stand in the bushes or the well-known zones for anti-tank guns and shoot the enemies one at a time, but the main thing is not to expose our weak spots, which break through very easily.

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