Battle mode is actually how I prefer to play in Himmelsdorf. Another thing you must take into consideration is the balistics of the gun and the flight trajectory of the shell. One last thing, read up as much as you can on spotting mechanics It will save you a lot of grief, make you a better observer for your artillery and help you avoid or at least understand how you are being spotted. If you are looking for the best possible reload time then having improved ventilation, a gun rammer, and brothers in arms will allow you to never be at a disadvantage firepower wise against an opponent in the same tank. After you start hitting tanks and learn how to aim at them you may start aiming at particular points on those tanks and hope that your gun will perform good. That is because it reduces the reload time in a tank by 10% which as you might expect helps you do a hell of a lot more damage compared to a tank without one.
I had a huge cluster of tanks approach our team on an assault match. As said in the comments: snow maps make it a lot harder as the tracers have some white, yellowish color and they are only visible for less than half a second. Always keep an eye out for an intelligent scout on your side who is pinging a request for fire. It is not even the beginning of the end. I don't play a ton of arty, but I think I'm actually fairly good at it if you give me a decent team that can cover my flanks well enough for me to do my work instead of run for my life.
Most of the areas on the map that see fighting reward gun depression and having good teamwork. Being that the camouflage net is cheap when it comes to equipment 100,000 credits and weighs 100 kg it is easily equipped on tanks and is equipment newer players can move from tank to tank to give some bonus on their tanks early on. Damage doesn't matter, a direct hit is always a kill, even when shooting at an arty 2 or more tiers above you. The line going to the center of the reticle is the approximate firing trajectory. Each lane provides different gameplay and is focused around a specific play style that heavily favors some tanks over another in specific areas.
Here's the backstory as to how it works and some ideas on using it And, by extension, what to know if you may be on the receiving end. A feature than can be just as effective but not quite as obvious are the small dips and dunes along the maps. Chances are he will be zeroed in and you will take a lot of damage. Medium-caliber tank gun rammers weigh 200 kg and cost 200,000 credits while heavy-caliber tank gun rammers weigh 400 kg and cost 500,000 credits. World of Tanks Map Strategy Guides Updated for World of Tanks 1.
This map is split into 3 main areas which will be referred to as the city, the city edge, and the field. Some, such as the are capable of doing huge amounts of damage in one shot, but have extremely long reload times, and require special patience not to waste the few shots they can take. The map is largely separated into two main flanks where the bulk of tanks will go in standard battles. Missing shots will decrease your chances of winning each battle so make them count. The second goes for any tank actually, but you shouldn't forget about it: the shell trajectory should pass through the enemy tank to make sure you have a bigger chance to hit it.
Being the only class that fires indirectly, artillery is your best bet at clearing a well defended position from afar. What I am wondering is if I am in the barracks and am recruiting a new gunner on a tank can I select a crew member from history and receive hidden bonus' because I selected him? I locked my hull when I lined up with them all. This leads to a map that many think is dominated by arty, which in a way it is, but more importantly it rewards teamwork. This can be especially useful when you need to come to a halt to fire with greater accuracy. The changes largely make the flank a little less reliant upon massive pushes early in the battle. ~Winston Churchill~ How fortunate for governments that the people they administer don't think.
All you're really doing is creating extra work for yourself. Indirect fire and artillery go hand in hand, and it's defintely a distinct advantage! In regard to accuracy, if you move even slightly your retical gets reset, and then you have to reset your shot. Patience is sometimes a virtue. Using this view, artillery can aim at enemy targets over terrain and structures depending on the size of the structure, the trajectory of the shell, and the range of the artillery's gun. This delay limits the usage of the camouflage net since it only works when you are stationary for 3 seconds and not when you are moving around out of cover and vulnerable.
What a vertical stabilizer does is make the aiming circle 20% smaller when it is affected by accuracy penalties from moving your tank. It is the name change option for the tank crew. With the camera positioned behind your vehicle, you can observe yourself, other players, and the situation on the battlefield. Especially if you're in something with a wide arc of fire. As a result, artillerymen love stationary targets. Redshire features rolling hills, a lot of open ground, and plenty of cover to use to your advantage.
If you are exposed and get tracked or your engine knocked out,taking only 3 seconds to hit the repair keys vice 15-20 to wait for the crew to fix it may save your behind. Take the time to find a target, wait for your aiming circle to tighten, and let loose a screaming volley of fire! And firing on spotted enemies is - in most cases - the best way to support the team. Not only do they have a long reload time but they also carry less shells, some only carry around 20 shots, miss too much and you won't be able to do much after that. Those with experience will will and do know how and where the enemy will be leaving their start point and one lucky shot can take out a tank before they can leave their base. World of Tanks is primarily knowing maps very well and which areas are beneficial to you and which areas will result in you being torn to shreds.