How to play Soviet art. Invisible killers, or what art is the best

All about sockets

Because the world game of Tanks is far from new, then we will start our article with detailed analysis Tier VI, VII and VIII artillery. If you want to know why constantly changing positions is of great importance, whether it would be advisable to fire on tracers and what differences the art of different factions has.

Art in World of Tanks: the basics of tactics

But first, let's figure it out how to play 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 who controls 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 ride forward and backward, or ride diagonally. But there are some troubles here as well. If 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, which tells in detail about how to kill by tracers:

If you want to become an ideal tanker, especially if you like to control artillery, then be sure to memorize every little thing on the ground - broken trees, impenetrable fences, buildings. Before you make a shot, pay attention to all this, and immediately plan a retreat path so that in no case will you hit anything. To perform such a maneuver, depending on the specific artillery vehicle, it will take approximately 10-20 seconds.

NOTE. Interestingly, artillery with 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 down an artilleryman, then it is certainly best to fire at tracers. But the fact is that in this case you will destroy only 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 begin to harm your team!

The reason for this lies in the following. So, let's suppose that you notice the trajectory of a fired projectile from enemy artillery. 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 projectiles fired, as well as the time spent aiming, are wasted. Imagine that you are repeating your attempts, aiming at the tracers. Artillery continues to attack your allies, changing location after each shot. Thus, you do not cause her any inconvenience, but allow her to destroy her own allies.

Summing up the foregoing, we can safely say: firing at tracers is beneficial only in those cases when there are no other enemy targets in direct line of sight.

Each battle will give you certain moments when you should switch the shooting from square A to square B as soon as possible. To do this, you will 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. As soon as the body is turned in the desired direction, return the cursor to the aiming point. At first, this method may seem difficult and ineffective to you, but with gaming experience, you will understand that this is one of the most practical methods of emergency information.

Arta in World of Tanks level 6

The most powerful guns are equipped with two level 6 self-propelled guns - SU14 and SAU 51. These guns are capable of inflicting 1850 average damage. At the same time, the spread of fragments from shells, which is 6.5 meters, is quite wide.

But you have to pay a lot for such advantages - the machines have reduced dynamics and a very long reload time. The supply of shells is far from ideal. In protracted battles, 12 shells for SU 14 and SAU 51 are nothing. For this reason, these machines will suit experienced players who are not used to rush and make decisions on a cold head.

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

M12 - American artillery vehicle at the sixth level is characterized by a high rate of fire and low damage compared to Soviet vehicles, which makes it a twin of 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 position on the map, remain hidden from enemies, and 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.

Arta of the seventh level in WoT

At the seventh level, let's pay attention to the "Object 212". This combat vehicle received a 203 mm gun with increased accuracy and rate of fire from its predecessors. An advantage can also be called the fact that during the battle you are unlikely to have time to use up the entire combat set of self-propelled guns. For this reason, the owner of this device will be able to carry other shells 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. Armor-piercing shells, which you can also take with you into battle, can save your self-propelled guns with one accurate shot if you happen to be close to the enemy.

The German art GW Tiger took the laurels of the slowest self-propelled guns at the seventh level. The minimum speed of turns has led to the fact that, having approached, any enemy will twist and turn you around his finger, and you won’t even be able to do anything. No matter how experienced the player controlling the "Tiger" is. But there is also a significant advantage here - art deals 2000 damage per shot, which is the best indicator within its level. The price for this was not only low maneuverability, but also prolonged aiming, poor accuracy compared to the rest of the seventh level self-propelled guns, as well as minimal angles during horizontal guidance.


GW Tiger

American self-propelled guns M40 43 - one might say the most versatile art. The guns are similar to the ones on the Soviet Object 212 and deal the same 1850 damage. The main advantage compared to other ACS at the level is the largest aiming angles in the horizontal plane. Arta covers the largest sector! Higher and dynamics compared to Soviet and German counterparts.

The French art of Lorraine 155 51 is practically no different from the self-propelled guns of this nation at other levels. This is still the same dynamic and fast car, with a maximum speed of 60 km / h, equipped with an engine with a capacity of 850 horsepower and a relatively low weight - 32 tons. An important advantage is that if the enemies approach you, then you will have no problems with this self-propelled gun you can hide from them, away from danger. She has the best accuracy at level seven. The best and mixing, but there is a minus - weak damage equal to 1250 units.

Art in World of Tanks level 8

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 ACS.

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 "Object 261" became one of the most the best art of World of Tanks in terms of dynamics and accuracy in the game within the eighth level. On the other hand, damage has decreased - the average is 1700 points. And this is the lowest setting 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 GW TIGR art is equipped with exactly the same gun as the GW Tiger P, but with minor changes. Firstly, its rate of fire has been increased, and secondly, the accuracy and speed of aiming have been increased. On the other hand, it is the most immobile option at the eighth level, so it is rational to use this self-propelled gun 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 spread of fragments for high-explosive shells is also - 9 meters for ordinary and 13 for gold. Thanks to this, you will be able to destroy opponents hiding behind any obstacles. For such a high firepower, artillery paid with a long reload time - 40 seconds, as well as a 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 with a reload time of over a minute. But for one such reload, you get 4 projectiles, each dealing 1250 damage. The firing 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 self-propelled gun in the game after SS 26. This ensures fast mixing and control of all flanks. As in the case of other French SPGs, the Bat Chatillon 155 has high maneuverability, which allows it to change positions as quickly as possible throughout the battle.

The best World of Tanks art on every level

And now we will try to single out one of the most the best art in World of Tanks within each level. But here you need to make a reservation: for an individual gamer, a different self-propelled gun may turn out to be better, since for him, for example, the dynamics of mixing will be more important than increased damage. We tried to combine all the strengths of each art and highlight for you those self-propelled guns that had the highest number of pluses.

At the second level, we prefer T57

In terms of advantages, we single out a large supply of shells for one battle (40 pieces), high maneuverability, which allows you to change the location after one shot (also preventing your enemy if he was about to circle the T57), huge dimensions that allow you to ram enemies, aiming angle of 320 m, powerful frontal armor, high accuracy.

Of course, there are also disadvantages, but they are less - low alpha damage, as well as the presence of an open cabin, because of which your enemies can easily incapacitate crew members. But given that we are talking about the second level, then, most likely, this artillery will be destroyed faster than the crew will be dismantled.

At the third level, we will highlight the World of Tanks M7 Priest art

Advantages:

  • High dynamics and maneuverability - you can change your location as quickly as possible, while remaining safe from counter-shots.
  • A powerful gun with decent accuracy and a high rate of fire.
  • Excellent NLD armor.
  • Horizontal aiming angle is in the range from "-12" to "+26".
  • The ammunition load includes 69 shells. Enough for any, the most protracted fight. You can shoot mercilessly and without hesitation.

Flaws:

  • Vulnerable to high-explosive shells, since the cabin here is open.
  • Low penetration rate with high-explosive fragmentation shells. On the other hand, this is leveled by the lack of "fat" tanks at the first levels.

On the fourth level, select the Sturmpanzer II

Advantages:

  • Increased gun accuracy, good rate of fire, great power.
  • Among all SPGs of the fourth level, the maximum penetration rate - this speeds up the destruction of thick tanks.
  • Dynamics above average.
  • Good camouflage due to the small profile.

Sturmpanzer II

Flaws:

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

On the fifth level, select Grille

Advantages:

  • If the enemy tank is not higher than 4-5 levels, then with the help of the guns of this self-propelled gun you will send any enemy to rest for the first successful hit.
  • In addition, the guns of this self-propelled guns cause tremendous damage to tanks of the sixth level. But if you manage to strike with a HEAT projectile, then you will surely send a Tier 6 tank home as well.
  • Since the projectiles fly in a hinged trajectory, you will be able to hit enemy targets by hitting their roof. But that's where the lowest armor is!
  • This self-propelled gun has an excellent radio station. This module for art is perhaps one of the most important!

Flaws:

  • Due to the small aiming angles, you will not be able to hit fast targets located close to the artillery.
  • Long reload time.

At the sixth level, select FV304

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

Advantages:

  • This self-propelled gun is more dynamic, more maneuverable 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 shelters will not be able to escape from your shots.
  • Due to the small dimensions on this art it is easy to hide from opponents.
  • Ammunition is enough for the longest battles.
  • big angle horizontal aiming.

Flaws:

  • Projectiles fly relatively short distances.

At the seventh level, we will highlight the World of Tanks G.W. panther

Advantages:

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

G.W. panther

Flaws:

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

At the eighth level, select M40/M43

Advantages:

  • Small dimensions, lack of a muzzle brake, which is why the SPG is one of the most camouflaged tanks in the game.
  • High dynamics, which arte inherited from the M4 tank.
  • A high-powered gun that sends tier 7 tanks to the hangar with one shot, as well as most French vehicles up to lvl 9.
  • The aiming angle is 18 degrees. You can chase the target without making jerks. Comfort when playing for this self-propelled guns is guaranteed!

Flaws:

  • The presence of an open cabin.
  • Lower rate of fire and higher spread when moving the hull compared to other level 8 arts.

At the ninth level, select M53/M55

Advantages:

  • 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 a good rate of fire.

Flaws:

  • The view is only 350 meters.
  • Large size, due to which the disguise is minimal.

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

Advantages:

  • Thick armor around the entire perimeter saves even from enemy artillery shots.
  • The weapon is as balanced as possible. The flight path is hinged, thanks to which you throw shells behind cover.
  • Smooth undercarriage to reduce scatter when moving.
  • A large supply of shells for one battle.
  • High HP for all machines.

G.W. E 100

Flaws:

  • Large overall dimensions, which makes it easy to highlight the art.
  • Low maneuverability, which has its advantages - read about the smooth chassis above.

And again, I welcome all those who carefully read the "Tanker's Manual" in the new chapter, which is dedicated to a technique that loves to spit shells across the entire map. Yes, we are talking about Artillery. This specific technique, despite having similarities with any other tank on the battlefield, has fundamental differences in the specifics of preparation. How to play art in World of Tanks, I will tell you right after you answer your question next questions. Are you ready in every fight to be to blame for the loss of the team? Are you ready to die in the first minute of the battle under the light of a nimble firefly? Are you ready to feel your uselessness in Himmelsdorf? If no reason can break your stubborn decision to become an artilleryman, then get ready to go to the dark side of the forces, enjoying the curses that will fall on your head. Arta works on barter, you are a projectile to the enemy, he is a curse to you, so get used to it.

I think all novice gunners were able to appreciate the adult size of the top art guns in the World of Tank game, perhaps for some this was the reason for choosing a specialization, or maybe even an increase in ego, but the main thing that you should have understood is that art was created in the first place in order to shoot ! Arta is not the team's eyes, arta is not the team's armor, arta is not the team's sniper, arta is the team's main trunk! Therefore, we will skip the questions of driving, camouflage and other things, and focus on the main thing, on the shots.

1. Meditation. If you have begun to reduce over the goal, then you have a minute to run to the toilet or to the kitchen for tea. But you can’t ignore the aiming, despite the fact that artillery often has to shoot at moving targets, and this has to be done not with full aiming, still try to bring the aiming to the minimum circle. Unconsolidated artillery runs the risk of sending its projectile beyond the borders of our planet and even the galaxy, hitting the death star with a land mine, and then the World of Star Wars will come to the World of Tanks, and why do we need these problems? The chance to hit the death star and the tank without intelligence is approximately the same, of course the Great Belarusian Random sometimes sends your projectiles exactly to the center, but I do not recommend you to wait for such indulgence.

2. We throw higher, further, stronger. Naive heavyweight drivers think that there are many shelters on the maps from our heavenly punishment. Many cover looks like an insurmountable barrier to a projectile, but gunners who have turned to the dark side of the force can correct the trajectory of the projectile. Using force and shifting the aiming center slightly behind the tank, which is behind cover, most likely the corner of the tank's turret will be on the trajectory of the projectile, which is quite enough to get a new portion of curses.

3. A grenade is better than a bullet. Since the doctrine of force is extremely versatile, it is impossible to say unequivocally which shells, AP or HE, are better to use, but do not forget that HEs have an explosive wave, so I would recommend always having at least a couple in the ammunition load. A tank standing behind an insurmountable obstacle, for example behind a building, may not receive a direct hit, but good damage from a splash (explosive wave). I recommend not sparing the projectiles, but hitting the enemy with all your might, because you even deal damage with a splash, and by dealing damage you help the team win.

4. Shooting at rabbits. Tankers are extremely hot and energetic people, they are constantly in a hurry somewhere, sometimes shouting slogans, but behind the noise of the engines you can only hear "oh-lo-lo". It’s hard to hit the tankers who are going, but it’s possible. It is impossible to teach how to do this, but a real artilleryman who has mastered the power, by practicing, will be able to control the speed of the projectile, the speed of the enemy, but I won’t even talk about controlling the trajectory of the projectile and slowing down time, it’s as easy as shelling pears. In general, do not be afraid to practice, over time you will understand at what point, on the path of a moving tank, to shoot and when to hit. I can please you, you will receive 2X curses from a tank that was knocked out on the move.

5. The mother hen does not change places. It is your gaze from the sky that will allow you to find those who are hiding. The gods of the World of Tanks returned tracers to us, so when looking around the standard places where PTs or your colleagues Artovods like to live, you can find tracers. If there is silence or a sluggish firefight in the battle, do not be too lazy to look for tracers, a killed PT or ART without light gives 3X curses and +1 to karma. In this case, the PTs are even easier to kill, they usually return to their places, even if they are scared away, because there are few suitable places for them on the maps.

6. Be above all. You can control the trajectory of the projectile not only with the help of force, but by changing your position above sea level. If you are lower than the targets you are shooting at, then the trajectory will be flat, but as soon as you climb higher, the trajectory will become much more “humpbacked”, this will also affect the accuracy, and most importantly, it will be easier to throw shells behind cover.

The path to knowing how to play SPGs in tanks is quite difficult and the ability to shoot alone will not be enough. The main weapon of the team should be useful throughout the battle, and for this you need to be able to navigate what is happening on the battlefield. The ST has maneuverability and speed, the strands have armor and a supply of life, and the artillery was given "drin" and released onto the battlefield, survive as you like. Therefore, art should be smarter and more inventive than everyone else. Even the lord of strength will not teach you all the tricks, but I will tell you some simple rules that can be applied to every battle.

1. The beginning of the battle around the head. While loading is in progress, evaluate the composition of the team, you, as an artillery guide, should be primarily concerned about the presence of fireflies, both in the opposing team and in your own team. Further, there can be many layouts, if the enemy has 2 fireflies it is better to run, if the enemy does not have fireflies, and your firefly writes: “a candle immediately”, then you need to stand and come down to the enemy’s base. If your firefly illuminates the enemy before the opponent's CT does, then you will kill their artillery earlier, respectively, there will be no reason to be afraid of your own illumination.

2. Distribution of gift suitcases. Choosing the wrong target is probably the second big mistake of art. Arta must select targets in the following order: Arta, PT, Heavy. If Arta tries to cover the enemy CT with fire across the whole map, which usually fights with the allied CT, then all sorts of crap turns out! During the flight of the projectile, the STs change places and the projectile hits an ally or shoots his harp with a splash, even if you just missed, then there is nothing good in this either. You can shoot at ST only if you have converged into a certain square, and there, purely by chance, the ST was under the gun, which, in addition, was shot down by the psaltery. If the situation on the battlefield is such that only STs are fighting, and the bands are sitting in the bushes, it’s better to look at enemy tracers, there will be more benefits.

3. Art walks through the fields. There is an opinion that the safest place for art is its own base, but this is a lie that the forces of good spread, so that you never become an art guide with dark power. At the beginning of the battle, I recommend that the artillery move to the flank where the most strands went. It's safe to hold on to the heavily armored rears of the bands, and the bands tend to collide with the bands in the direction, and the closer you are to the point of combat, the faster your projectile will reach the target. But this is only at the beginning of the fight, if your bands are moving forward, move after each shot after them. Standing at the base is very unwise, that's why. Fireflies always fly to shine artillery on the base, they do not look for you in other places, especially where there are accumulations of strands, because it is difficult to fly past them. There are 3-4 directions of approach to the base, if your bands broke through one direction, then perhaps the STs lost in the other direction and they are already flying to the base, but you don’t care, you are not at the base! If the enemy is already at your base, and you are far from it, you can freely turn around and hit back to help break the capture, and if you stay, they will first kill you before the capture begins.

4. Life is on the move. The last point, just for the sake of remembering it better than the rest, I will advise you to move. Remember that the enemy team may also have students of the dark force who are looking for you through tracers. Therefore, after each shot, immediately move forward or backward. If you have slow art, carry oil or a twisted ESC with you, it will help you run faster.

I wish you to master the science called "how to play art in the World of Tank" and successfully use all the tricks of the great art guide, and the great power of the monster will come with you!

How to play art?


Not so long ago you registered in World of Tanks and do not quite understand what art means and how to play it? Then this article is for you.

Artoy (short for artillery) is a self-propelled artillery mount that is used as support and has a huge radius of destruction. Most often, artillery is used to destroy enemy heavy equipment.

First steps

  1. So, we launch the game client and log in to the hangar under our account.
  2. Next, select art among your equipment and press the inscription “To battle!”
  3. We are waiting for the launch of the game ... And this is where the fun begins.

Position selection

  1. Before choosing your location, we analyze the composition of the enemy.
  2. In the absence of fast cars (t-54), we slowly choose our position or accelerate in the opposite case.
  3. If your artillery is very clumsy and has low maneuverability, then we move only backwards to the position, and vice versa, having good mobility.
  4. Choosing our position near the bushes, we do not stand in them, but behind them, thus we reduce the damage received from lumbago and at the same time increase our disguise.
  5. We move after taking the desired position
  6. We make sure that from our position we reach with our shells a possible place of deployment of enemy artillery, but if after light we see that the distance is too great, then we drive up to a place accessible for opening fire.
  7. Advice. When breaking through one of the flanks, we do not close it with our tank, but carefully move to the other flank.

Shooting

  1. We take a position.
  2. We reload and when the enemy moves facing you, we shoot at him. If the enemy tank moves sideways and we have HE loaded, then we hit the MTO. If the BB is charged, then we aim at the tower, since with a successful hit, the probability of hitting the caterpillar is very high.
  3. Periodically we make shots at the places of the alleged movement of the enemy.
  4. We also carefully observe changes in the landscape (fallen tree, broken fence).

Goals

For the purposes, we select those tanks, the loss of which will negatively affect the combat capability of the entire team. So, for example, slow tanks and tanks at the very top of the list are among the priority targets.

Now you know how to play art. With experience, it will not be difficult to play games like WoT.

Many games allow gamers to choose the class that suits them best for the game. At the same time, snipers are not liked everywhere - those who hardly move, but cause huge damage. Tanks are not too similar to other games, but the hatred of rangers 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 artillery always shoots at someone else's tip, which means that part of the experience for your hit is immediately given to the one who lit up, so the self-propelled guns will always be less effective than other classes.

The essence of the self-propelled guns is that in order to kill the enemy, you can not move at all throughout the entire battle. However, you may be prevented from standing still - enemy light tanks can light you up for their own artillery, or even completely defeat you in close combat - most self-propelled guns are poorly adapted for close combat. Do not forget that you can be calculated by the flight path of the projectile you fired.

For those who want to play with artillery, here are three of the most outstanding self-propelled guns in the game. Any unit can be compared with several others not only in one but in several criteria - for example, in speed, maneuverability, damage dealt and rate of fire.

And the first on the list will be Soviet technology, namely the well-known Object 261. This self-propelled gun is unique in many respects, but for the overall picture it is better to consider them all.

The Object's armor isn't very good, as the vehicle only has front, wheelhouse, and rear armor. The crew is protected by the thinnest armor - 50mm, on the nose there is already 75mm of armor, but the back 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 cabin, which practically invites an enemy landmine 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 shots 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 - shells are fired almost evenly, with a very small overhang. This means that on a flat surface, the art will show itself only with better side, but in hilly terrain it is almost useless, as it shoots in a straight line and cannot take advantage of the range due to numerous obstacles. The Object has very low horizontal aiming, you can lead your opponent through half of the map only with numerous position changes, for that there is the possibility of vertical aiming down by three degrees.

World of tanks what art is the best

German tanks can be called the ideal opponent of the Object 261 - the box shape allows you to deal 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 maneuver faster than others, converge faster, shoot faster, hit farther and more accurately. Even her projectiles 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 few people are willing to sacrifice maneuverability for damage.

The second on the list will be the German self-propelled guns GWTypE, which, to be honest, does not stand out in almost anything. Unlike the Object, this art can throw its projectiles over low obstacles. It is well armored, including in relation to the sides, so this self-propelled gun is the most heavily armored in its class. The average firing range, rather long reload time and 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 in the list will be the most terrible self-propelled guns of the game. Its lethality frightens any enemy, even heavy tanks are afraid of the monstrous damage inflicted by the American legend - T92. This self-propelled artillery mount is the most lethal unit in the game. Moreover, the machine has the largest horizontal aiming 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 is excellent at sending projectiles in a canopy, so there are no targets that could hide behind high cover from enemy artillery fire. The reload time of the artillery is not the longest - about 32 seconds, but there is another indicator that significantly reduces the effectiveness of shooting - the aiming time, which is as much as 15 seconds. This means that the self-propelled guns do not have the slightest chance of hitting a fast moving target, at most a moving heavy tank. The ideal target for the T92 would be a hidden, motionless enemy. Alas, the accuracy American self-propelled guns does not strike the imagination, so that you can easily miss even a stationary heavy tank with full mixing. But there are even more unpleasant aspects of playing on the T92. Earlier it was mentioned that the Object can be called the most. So, T92 can also be called the most, but otherwise - this artillery is the slowest in the game, and even the most poorly armored, so even a miss by enemy artillery can kill you.

But all these self-propelled guns are united by one indicator - they are of a high level. But what to do if the hangar is still empty, and experience has not been gained? For beginners, consider the best art of the second level - T57. This is a very small piece of art, which greatly increases the chance of a good camouflage, while it is well armored, but its cabin is open. A high armor value does not mean that the vehicle is overloaded, on the contrary, the self-propelled guns are very nimble and maneuverable, so their 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, though it's still enough to take out a light tank quickly. At the same time, the machine carries an impressive supply of shells, so with a bit of luck and calmness, you can pretty much pinch the enemy team.

So, when choosing from these outstanding artillery installations, you must decide - what is most important to you? Do you need a medium lethality complete with the ability to move briskly? Or will thick 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 don’t have time to drive away from the place of the shot, and you will be demolished by enemy artillery? A question often asked by players WorldOfTanks which art is better to download, but finding the answer with the help of someone else's experience is very difficult, since this is a subjective question, and only your choice.

Artillery is a rather specific type of vehicle: a small amount of HP, no armor, the ability to shoot across the entire map (at least for most self-propelled guns) and huge damage per shot (for example, the average damage of a top gun of level 6-7 Soviet self-propelled guns is 1850!) .
It may seem that playing on self-propelled guns is the easiest, it’s not for nothing that gunners are also called “one-button” ones: stay in cover and slowly shoot at someone else’s light. But on self-propelled guns, as well as on other types of vehicles in World of Tanks, it is quite easy to achieve average results, but it is very difficult to achieve real mastery.

Any battle begins with the choice of position. What should be a convenient position for artillery? On the one hand, you should be able to fire at the enemy (preferably in several directions), that is, there should not be, for example, a house in the line of fire directly in front of you.
On the other hand, a good position should hide you from opponents, that is, you should stand either behind bushes (preferably double ones) or in a lowland. The latter option is preferred when firing direct fire at medium and close ranges: you need to stand up so that only part of the gun will protrude, that is, you can easily shoot at the enemy, and it will be difficult for him to hit you. It is also desirable that there is a reliable cover near your position, for which you can hide for a while if you are spotted.

On most maps, such convenient positions are located right next to the spawn or base, but this does not mean that you should always stand on them. If you are the only one on the SPG in the team, then you can get up wherever it suits you, but everything becomes more complicated if there are allied SPGs. No need to crowd two or three of us in one position.

Firstly, you can tritely prevent each other from shooting. Secondly, it will be easier to identify you by tracers. Thirdly, it will be easier for opponents to hide from your fire. Always try to stay away from the allied SPG, ideally, you should take positions in different corners of the map to cross-fire on the enemy, deal more damage (you can hit the sides or stern), drive him out of cover.
Just because you've taken a position doesn't mean you have to stay there like you're glued to it until the end of the fight. In random battles, this is a very common situation: the opponents hide behind cover, and the allied self-propelled guns stand in one place and do not change position, even if there are no available targets for it. This is a gross mistake.

If the opponents hid behind covers and are afraid to lean out, then you should change the position so that you can reach them. It is possible that you will have to travel a decent distance. Also, the position must be changed if you see that the opponents have destroyed the allies on one of the flanks and are moving towards you. No need to be heroic, you can only take one shot, and then you will be noticed and quickly destroyed.
You need to change position, in good light you can make much more than one effective shot, deal much more damage. If you are on a slow self-propelled gun, then in such cases it is better to change the position in advance: when you see that the enemy is pushing through one flank, you do not need to wait until the last one, immediately retreat.

Also, do not forget that you can be calculated by tracers. So after each shot, you need to at least roll back a little forward or back. A lot depends on where you stand. If you are located near a respawn or base in a position popular for self-propelled guns, then there is a high chance that you will be identified by tracers. If you get into an unexpected and rarely occupied position by self-propelled guns, then the chances fall to a minimum. Naturally, if the enemy artillery was destroyed, then one should not be afraid of calculating the tracers.

Now directly about shooting and choosing targets. Self-propelled guns are characterized by long aiming and a very long reload time. If at low levels this is not so noticeable, then already at the sixth level, mixing can take seven seconds, and reloading - thirty. That is, you must choose the target carefully, shoot only when you are almost one hundred percent sure of the hit.
Only two SPGs have a fully rotating turret: the SU-26 and the Bat Chatillon 155. The first is a Soviet Tier 3 SPG (the most popular SPG in low-level battles), the second is the pinnacle of the French SPG branch. Some SPGs have pretty good traverse angles (like the GW Panther), and on some you have to constantly turn your hull.

In order for the sight to stray less in this case, you need to hold down the right mouse button, rotate the body, and then combine the sight with the circle of information. If you turn the body slowly, then the circle of information will increase quite a bit, you can almost immediately take a shot.
Slow heavy tanks are the easiest to hit, but they have the thickest armor, meaning you won't be able to deal much damage if you hit them head on. Medium tanks, on the other hand, do not have as thick armor, but are much more mobile, therefore, it is more difficult to hit them. It is necessary to try to shoot either at stationary medium tanks and tank destroyers, or at the side and stern of any tanks. To do this, you need to change position more often, fire from positions unexpected for the enemy.

There is no point in trying to hit moving light tanks, you will only use up the projectile in vain and waste time reloading. But if you can get a “firefly” lurking behind a shelter, then be sure to shoot, a high-explosive projectile will inflict full damage due to thin armor. Here again, advice is useful to change position more often. In general, you need to move a lot on self-propelled guns, from one position in most battles you will not do too much damage.

In random battles, allies will rarely cover you, so it is quite possible that an enemy light tank breaks through to you. In general, if the enemy is inexperienced and rushes in a straight line at you, then you have a great chance of destroying him, and one shot is enough for you. If the enemy wags, moves in an arc, then it will be very difficult to hit him. In most cases, it makes sense to go straight to cover, because an enemy self-propelled gun can open fire on you, and hope that the enemy light tank will be destroyed by the allies.

If the allies spotted an enemy self-propelled gun, you do not need to immediately reduce to it, first assess the situation. Maybe the allies will destroy it themselves, and your help will not be needed. If you still converge on an enemy self-propelled gun, then inform the allies about this by pressing F2 "Attack". This will be a signal to the allied self-propelled guns so that they do not shoot at your target.

If an allied self-propelled gun points to any target with the “Attacking” signal, then this target should not be attacked: firstly, it is simply ugly, secondly, one of you will use up the projectile in vain, and often even one shot of self-propelled guns can decide the outcome of everything fight.
In general, enemy SPGs should be a priority target. Also, do not forget that inexperienced gunners often remain in place after the light. So if you don't even see the enemy, shoot at the place where he was found. You will most likely destroy it.

You also need to remember that self-propelled guns often hit the roofs of enemy tanks, where the armor of even heavy tanks of high levels can be, for example, 30 mm, that is, you will inflict maximum damage. The projectile can also hit the observation devices, then the damage will also be maximum. So it is necessary to aim precisely at the roof of the tank, and not the forehead.

Since you often shoot almost across the entire map, the projectile flies for one and a half to two seconds, you should always remember this and take the lead. It is unlikely that you will be able to hit a moving medium tank from a long distance, especially if it turns, but it is not difficult to hit a heavy tank moving in a straight line even from a long distance.

In most cases, you need to use high-explosive shells, they have relatively low penetration, but the damage can be partial (in the case of armor-piercing shells, they either pierced or did not pierce, there is no third option). Also, high-explosive shells inflict a lot of critical damage, which greatly weakens the enemy and increases the chances of your team to win.

It should also be remembered that land mines have a "splash", that is, they do not hit a point, like armor-piercing ones, but a small area of ​​several meters. Thus, it is possible to damage several opponents. If the projectile exploded a few meters from the enemy, then the damage will be small, but there is a high chance of knocking down the caterpillar. Just don't forget that "splash" can also hurt allies, be careful.
Often, HEAT shells are available on SPGs, which can be purchased either for gold or for a large amount of silver. In many situations they can be useful, use them if possible. There are also "gold" land mines, the feature of which is a large "splash". In general, they do not pay for themselves, but can be useful, for example, if you knock down a capture from a base.

Also, at many high-level self-propelled guns, you can shoot armor-piercing shells. They have a lot of damage, so it's tempting to shoot only them. But do not forget that in most cases your projectile hits the enemy at a high angle. For high-explosive shells, this does not matter, but for armor-piercing shells, in this case, the role of ricochets and non-penetration increases. In general, it is rational to use armor-piercing shells only when firing direct fire or even at close range.

That's all. In company and clan battles, self-propelled guns can deal up to 80% of damage, in random battles this is hardly possible: you are rarely covered by allies, and the light often dies almost in the first thirty seconds. But you can still deal massive amounts of damage. The main thing is to calculate each shot and change position more often.