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Targeting tanks


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Posted

S!,

Lately, I've been getting owned in the Pz IV. The last couple of nights, I've been getting 1 -shotted by Shermans & T34s. Some of the ranges have been extraordinary, while other times, I have no idea where the shot came from prior to dying. Any how, I know the thickness of all the tanks in the sim and their historic weak points. Unfortunately, I haven't been able to reproduce the same 1 - shot, 1 - kill in the Pz IV vs allied tanks. I do recall setting tanks on fire, but not the instant explosion I've been experiencing.

 

I change my aim/impact location based on the enemy tank I'm facing and with what tank I'm using. Question is, "Where are you tankers placing your shots;  Your tank vs target tank?"

 

HB

Posted (edited)

If I am close enough to accurately place them on the target, I usually go for a weaker part of the tank which does not contain this big chunk of iron called "engine".

Edited by VSN_Razor
Posted

if im close enough ill hit the turret, a lot of the time that causes as mass explosion, but realistically you're usually further away but i still find that a lot of distance shots do end up disabling the tank, then the smoke/fire etc, as to where to shoot at distance? i just aim for the middle or lead of the enemy tank, as disabling it at range gives you a bit of peace to shoot at others that require your attention, i find once disabled in movement, a lot never fire back

Posted

I think the first thing that needed to be fixed was the virtual indestructibility of the Sherman.  As far as I can tell, that's been handled.  The second thing I totally agree with you here on Heinz, is the near 100% ratio of one shot deaths in the PZIV.  I haven't really researched it for historical ballistic comparisons, but I can tell you from playing experience that the PZIV is a rolling death trap with very little survivability.

 

As far as aiming points I'm not sure how the software actually handles things like armor thickness and and angle vs. ammo size, type and velocity when being hit.  It would be great if you or the makers of the game could explain it a little further.

Posted

The Pz IV g has 50mm at the front (+ 30mm added to the helmet), 30mm at the sides and 20mm at the rear. can be penetrated by the sherman and t 34 at most normal distances. If you want to survive any impact with the PZ 4, stay ahead and at distances of +1200 meters, 1500 meters is a good distance and the gun is still effective against the T34 and Sherman.

  • Like 1
Posted (edited)
20 hours ago, NervousPervert said:

As far as aiming points I'm not sure how the software actually handles things like armor thickness and and angle vs. ammo size, type and velocity when being hit.  It would be great if you or the makers of the game could explain it a little further.

I'm not a mission designer, but having done some testing, all this seems to be taken into account.
 

For example, a Pz IIIL can neutralize any allied tank at 500m in one shot (if accuracy is on your side and if I remember correctly) (except maybe the front Sherman because it is strong).

The HEAT shell stands for "High Explosive Anti-Tank", with this name and its description indicating a large amount of explosive, I expected an efficient shell. I was disappointed when I fired my Pz IV G into the turret of a Sherman and it fired back. (coucou @-CCG-Morgoth-, oui c'était moi le Pz que t'as pété sans le moindre respect avec ton tir de riposte fulgurant ?)
 

So I did some tests (and a little bit of research), and I realized that this is not a shell made to explode like the APHE, so I was wrong about its use. Secondly, my tests tended to tell me that this shell was not very efficient but, after further tests, I think that in some situations, it can be useful (unfortunately, in my current tests, I find it "efficient" at "long distance", the problem is that at long distance it is not accurate).

So I don't know if the ballistics are accurate, but there is a good base currently in the game.

 

Edited by No_Face
Posted
On 9/6/2021 at 9:16 PM, Matasiete said:

The Pz IV g has 50mm at the front (+ 30mm added to the helmet), 30mm at the sides and 20mm at the rear. can be penetrated by the sherman and t 34 at most normal distances. If you want to survive any impact with the PZ 4, stay ahead and at distances of +1200 meters, 1500 meters is a good distance and the gun is still effective against the T34 and Sherman.

This is really good advice, and in fact should be the guiding principle to an armor simulator. Exploit your opponents weaknesses while using your strengths. What makes a real-to-life simulation interesting is that using your strengths to exploit your enemies weaknesses is a lot easier to say than do. But unfortunately none of this has any relevance in Tank Crew because so much of the model is out of wack.

 

When a Panther has problems knocking out a Sherman at <500 meters, good luck using the real life capabilities of the PzIV G's guns at +1200 against a Sherman.

 

In MP, there is bound to be a lot of close encounters, which works against Axis tanks because their biggest advantage, the gun, is equalized. But if you are in a PzIV G and you spot a Sherman first, there would usually pretty much only be one outcome, but not in Tank Crew. 

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