World of tank game tips. World of Tanks: secrets. Game tricks. The main advantages of this set of consumables

World of Tanks is a client-based massively multiplayer real-time online game in the genre of an arcade tank simulator in the historical setting of World War II, developed by the Belarusian studio . The developers position the game as a massively multiplayer online action game with elements role play, shooter and strategy. Concept " World of Tanks» (World of Tanks) is based on team tank battles in PvP mode. Article World of Tanks: tips, tactics, experience about real experience real players in Game.

Useful links:

  • Comparison of tanks in WoT -
  • Wiki from Wargaming.net -
  • Tank branches -

It is necessary to prepare such a phrase - “Now our players will run, how they will run! How they hit their heads on a projectile and how they lose!!” or “Don’t arrange a shooting range for them, you will go on the attack now, and they will shoot you while drinking tea.” Throw this phrase into the chat before the battle to your team. benefit.

When in battle most of the tanks went in one direction, you don’t have to play the hero and shout that all the deer and the herd. You can’t turn them around anymore. Quietly and calmly we go with everyone and if we lost, then we lost with damage and frags.

Tip number 3, you need to install a vertical stabilizer on the T34 prem

It greatly reduces mixing time. For T34 with its slow mixing, it is very important. I took it off for a while, then I regretted it a lot.

The so-called reverse rhombus. You leave the corner backwards, at an angle to the enemy, hiding the lower armor plate in the corner. It is important to understand here that the sharper the angle, the less likely the enemy will break through you. All this is learned individually in the game. If they hit, don't be scared, drove off, made the corner sharper, and fired back into the corner.

It’s like in boxing - you don’t have to be afraid of a blow, you need to be afraid of it and don’t expose yourself once again. After the shot, the enemy needs to reload, and this time can be spent not to crawl, but to aim well and inflict crit. damage to the modular part. Often, after receiving damage, young players begin to roll back or crawl, here you need to look at the situation, do not panic. You can make the enemy fire and let your other players shoot back, don’t be greedy, victory is more important. And remember the cooldown time (cd) of tanks, at these moments it will come in handy. .It is better to put a mod with an indicator of the characteristics of the enemy tank.

Many, including myself, initially make one mistake. They get up into the bushes themselves and think that they are not visible, they glow when fired. The bottom line is that you need to stand behind the bush at such a distance that when you switch to sniper mode through the bushes visible, but blurry. With this arrangement of the tank or Fri and at a good distance, you can safely work in the light, without fear that you will be detected when fired. ZY. From the clearance from the side, when fired, it does not save.

Do not be lazy to climb YouTube and watch how and where this or that tank breaks through.

The calculation of efficiency is carried out for various positions, of which the most arithmetically advantageous are:

  • base capture points
  • base defense points
  • enemy detection points (light)

So, in order to increase the efficiency in a short time, it is necessary to constantly fulfill the above positions, the increase in the efficiency rating will pleasantly surprise you.

In the game, you must definitely learn to follow the map, watch the enemy's highlights and highlight the types of illuminated tanks. The situation in the game is constantly changing, and in order to help the team, you need to look at the number of remaining enemy tanks and their likely location on the map in order to take timely measures to destroy them.

Everyone goes through this, it's just that someone can normalize over time, someone is not destined, but this is already a clinic. So. Don't think that you are an exceptional player. Never. Why? Yes, if only because such conceit leads to annoying mistakes and failures, attention decreases. Most importantly, you stop developing, because you think (subconsciously) that you have reached the pinnacle of mastery. In fact, it may be that you play better than 30% and, against this background, stupidly began to suffer from megalomania. The result is always the same - an inevitable failure.

You have to constantly try to analyze the fights. Each shot, your drains and the location on the map at the moment you were taken apart. This is all important, because next time you will know what to do. A simple example. Yesterday I was dismantled on a hundred square meters, the yagdtiger stupidly prevented me from leaving the shelter along the shortest and safest trajectory, and I took a detour, got a bunch of damage in the barrel and eventually burned out. I cursed this bad person in the chat for a long time, but in the end I realized that you just had to DO NOT EXIT in this situation, wait a bit. And there are many such examples. Take advantage of everything.

The happy owners of the e-100 have some recommendations based on personal experience:

  1. The E-100 is a tank whose top gun lives only on gold. Ordinary BBs give a huge amount of ricochets in the game, for the E-100, with its priority on shooting enemies and its CD length, this is fraught.
  2. When tanking with a reverse diamond, do not forget to turn the turret at an angle to the enemy when you drive off on a cd, since this colossus is sewn into the “cheeks”.
  3. hide nlb, german tanks generally highly flammable because they run on gasoline and any hit in the NLB is either a crit engines or a fire.
  4. Don't forget that the E-100 is a mega-heavy tank, so it's not scary to take damage for the good of the cause, since your response is always dangerous for the enemy.
  5. For the crew you need to pump the Brotherhood of War, and put a valve on the tank, I had a case in Karelia when I shot one on one with the same e-100, only he had a cl longer, that is, there was no valve and bb, and so the enemy mistakenly believing that our cd is equal, after almost simultaneous shots (mine was a bit late), I hid and drove out thinking that my cd was still going on, but I calmly stood and waited, took aim and took off his hp, immediately driving off on cd, simultaneously turning the tower.Z. Y. Several times for e-100 it is 1.5 damage. The same goes for ob268, once he pulled out the battle, being left face to face with the same ob268.

I have the top art t-92 and here are the features I found on it.

  1. It is very important to put the art correctly. To do this, you need to know the cards well and it is advisable to put the mod with " laser pointer”, which on the map was conveniently determined by the areas under fire, the selected location.
  2. Arta has very powerful "BB" projectiles, 9 levels vanshot, the tenths are also not happy with the hit of the art bbehi. But, unfortunately, artillery has a large spread of shells and hitting on a normal aim is unlikely. Therefore, I do this, (usually on city maps) I stand in a place where you can shoot direct fire, as from Fri, charge BB, move to the likely place where the enemy will appear and wait, when the enemy appears, a shot follows, when hit, the damage is terrifying, Camouflage net helps a lot.
  3. Aiming on arte with an ordinary projectile. (OF) The middle point in the sight, this is actually the point where, in theory, the projectile should fall. There are many guides where it is indicated that this point should be aimed in such a way that the second point (when you point at the tower, the gunners will understand) should go behind the tank, it’s like a continuation of the projectile’s trajectory. Empirically, I have revealed the following: the projectile flies along a ballistic trajectory and I set the sight so that there is one point and is located immediately behind the tank, then if you imagine the trajectory of the projectile, it turns out that when it hits, it hits the side of the tank, lower than the tower, that is, in the most vulnerable is a large place compared to the projection of the tower (the probability of hitting is greater). Of course, this is all individually in relation to the terrain of the chosen target, but in general, it will not hurt the overall development.
  4. Preemption of a shot at a moving target. Tip right away - put a mod indicating the flight time of the projectile to the selected target, this gives, when compared with the speed of the target, providing the selected lead distance. Of course, everything is individual, here you need to fill your hand, but still, displaying the flight time of the projectile helps a lot. That is, the farther the projectile flies, the greater the lead, plus the dependence on the speed of the target, the faster the target, and the longer the projectile time, the further you take the lead along the intended target route. Of course, it breaks off a lot if the target stops abruptly, but this is a game, and this happens here. A special buzz when you hit high-speed fireflies, thanks to the large splash, on the T-92 you can roughly throw a projectile at the tank’s route point and in 3 cases out of five, there will be a hit, or little damage.
  5. Experienced Opponents. These are tanks that maneuver back and forth to knock artillery off the sight. This is exactly what will happen if you catch him with a tip. Here you can do this: In principle, people think and act in a stereotyped way, and moving from arta is also a certain template. So, you need to carefully look at the amplitude of the tank’s movements and calculate a certain middle of the segment on which the enemy’s tank crawls, the amplitude, so to speak, and guessing when it starts to return from one of the extreme points of its “anti-art” maneuver, throw the projectile in the middle, based on time projectile flight and enemy movement speed. Hitting 3 out of 5. Do not be afraid to miss at first, everyone learns sometime, but learning to shoot ahead is very important, the faster you learn, the better for you and your team.
  6. Wanging On many maps, the routes of movement of tanks are approximately known. Here, of course, everything is also based on intuition, you look at the points and follow the objects (trees, fences, houses), they will tell you whether the enemy is going to the point or not. Estimate the speed of movement on breaking objects, the flight time of the projectile and make a shot, do not hesitate, it's still a lottery.)) And the first minutes of the battle anyway, except for the fireflies, no one will really light up. The effect happens and often. Indirect confirmation is the opponent’s curses in the chat or the bewildered “how?”
  • Crew perks and installed modules are reflected on no tank like on art.
  • If you want to give damage, you need to invest in a rammer, a drive. Also, I usually launch the first shell into the bushes where the anti-tank guns are stable, sometimes it was lucky and brought a one-shot frag (who plays a lot knows places where allies often or constantly stand up, therefore opponents also stand there )
  • It also happens that there are 2-3 arts in a team and you hit, for example, one target and then the target disappears and the shells are already flying at one, when they hit the ground, an explosion i.e. a miss on the other is a tracer from a projectile and disappears abruptly, this is a hit in an invisible tank. Drive to this point and shoot
  • I’ll tell you about wanging, I point to a point on the map where destruction occurs from the movement of the enemy and I write in the chat that they are going. act like a blind light.
  • If there are more than three arts in the team, tracing starts. Those. the arts start hunting for each other.)) The fact is that if you look carefully in sniper mode, you can see tracers from the enemy’s shot. So we come down to the place of the alleged location of the enemy and wait for his shot. As soon as he fired, we quickly throw the projectile to where he fired from and quickly drive off ourselves. If you're lucky, you can immediately kill the enemy artillery. Well, do not forget to change your position immediately after the shot. In one battle, he managed to kill two careless arts out of three.

The first minute of the battle is the foundation that is laid for the entire battle for yourself and for the team. As mentioned above, you should not play the hero and go alone in some direction if your team went in one direction. For example, KV -1 went to the alley, to the "prokhorovka". That is, I saw that the st did not go to the center, but still moved, on a heavy and slow KV-1, in the zone of probable light of the enemy’s st, in the center. Outcome - burnt out. In this regard, the center was more profitable here. But if there is a more or less equal expense, then you need to think (preferably before the start of the battle, based on your own equipment and the enemy’s equipment). If I’m on artillery, then I immediately look at what and how many fireflies the enemy has , for example, on “Robin”, if there are a lot of fireflies, then I get up closer to the base, this is if the lower rep, because they can pass through the lake and get light. If on the station, for example, on “Cliff”, I go to the center, downhill. That is the first minute of the battle should be used in order to take the correct position on the map, depending on the chosen technique. If another player calls with him, more experienced in terms of efficiency, you need to listen (this is if you don’t know the map well). That is there is a direct analogy with network shooters, you need to have time to run to a tactically advantageous position, the place for which is determined by everyone for himself, based on the chosen technique.

Previously, up to about 10 fights, I did not put any additional equipment, except for a fire extinguisher, the toad brutally choked. But it turns out that the toad is the same animal that has the ability, miraculously, to turn into a roasted rooster, which, as we know, is a terrible bird. So, everyone needs to have three types of add-ons. equipment on the tank is:

  • Fire extinguisher.
  • Repair kit.
  • First aid kit.

Helps? Of course. The choice of which equipment to buy, gold or silver, is up to each individual. In my opinion, using gold devices in random battles is too bold. There were variations on the theme of additional. rations, chocolate, etc., but again this is a matter of expediency

The riddle of the third consumable.

I think that many faced such a problem as the choice of the third consumable.

  1. Repair kit.
  2. First aid kit.
  3. And what to choose the third?

If your tank often burns out, then of course, you should make your choice in the direction - a fire extinguisher, and if it hardly burns, then what is the use of using a fire extinguisher in one battle out of 30? What then to choose? Maybe gasoline? (Land- oil, high-quality oil, 100-octane gasoline) Unfortunately, in the current realities of the game, the use of this consumable is extremely small. It costs, unlike the First Aid Kit and the Repair Kit, not 3000, but 5000 silver. Moreover, the first-aid kit and repair kit may not be used and left for the next battle, and you will have to pay for gasoline before each battle. An increase in engine power of 5% is felt very weakly or not at all. In order to be convinced of this, it is enough to conduct several tests in the training room. Those who say that after installing a gasoline engine their tank began to fly or drive noticeably faster are guided by ordinary self-hypnosis and nothing more, and when you hear this from several people, then and you yourself will begin to believe in it. What to put? Feed tankers? (Additional ration, Chocolate, Cola box, Improved diet, Strong coffee, Pudding with tea). Yes, in combination with combat brotherhood and ventilation, this consumable is quite effective, but it is spent, just like gasoline, and using this consumable will turn out to be a plus only on level 8 premium vehicles, and even then not always. Is there a way out of this impasse ?Yes There is a way out, even 2 way outs, and they are very simple, and even more so - effective. If your tank rarely burns, then I desperately recommend this set of consumables:

  1. Repair kit.
  2. First aid kit.
  3. Large repair kit(fits all tanks) OR Large first aid kit(Recommended for British tank destroyers 5-9 lvl, due to the peculiarities of their armor, opponents often shoot at the turrets on the wheelhouse, which leads to frequent shell shock of crew members.)

The main advantages of this set of consumables:

  1. You get a passive bonus from a gold consumable, simply because it is in the equipment slot. +10% to module repair speed. +15% to crew protection from critical damage. (The bonus is valid for the entire battle, regardless of whether it was whether a consumable is used or not)
  2. The cost of using this set of consumables is quite economical. After all, at first you use a regular consumable, and only if necessary a large consumable, which is used about once every 3-4 battles, but it always gives a passive bonus.
  3. Panacea for landmines! Here comes a large-caliber landmine coming at you! It doesn’t matter if it’s from artillery or some kind of E-100 and damages 2 or more important modules at once - BC and Engine, for example. Previously, you could rack your brains for a long time thinking, “what to repair?” But having a large repair kit in the slot, you can repair all damaged modules at once, while you still have a regular repair kit in stock.
  4. You are always insured! For example, you are knocked down by a caterpillar, and you are waiting for repairs, risking damage, because you are afraid that if you use a repair kit, you may then be damaged by a more important module. Having 2 consumables, you can not wait for the caterpillar to be repaired and thus save your HP, knowing that you have 1 more consumable in stock.

Note: If you play on a medium tank, or the gameplay of your tank resembles an ST and you are thinking whether it is worth downloading the repair with the first perk, then I will tell you a secret: by installing 2 repair kits (small and large), you can do without a repair perk at all. And all because St, as a rule, does not have enough armor and HP to hold a large number of hits, so their main weapon is dynamics and speed. Two repair kits for a battle is enough. And if you play on a light tank, then 2 repair kits are simply necessary for you, because in case of loss of a caterpillar (no matter how), during active light, your tank will not live long, even perk repair does not help , since the repair takes about 4 seconds, and during this time only the lazy will not have time to shoot at you. Real advice, 2 repair kits is a class. In general, you get less damage if you knock down a caterpillar - you use a small one, you use a large one very rarely, you just carry it as an aid in repairs

It seems that premium tanks are the lot of weak players who do not know how to drive free tanks. Of course, this is not the case. The entire gameplay is based on users depositing money. This is both a premium account and gold tanks. Silver is necessary for buying equipment, for the fastest pumping of development branches, for gold shells, and just for peace of mind in terms of personal game budget. It is difficult to advise which tank you need to buy for good farming, because in many ways it depends on the level and style of play of each individual player, but a small comparative analysis can be done.

Leva.

No wonder this tank is in the first place, in my opinion it is the best-selling premium tank in the game. Slow, but with good turret armor (for its level), rounded "ricochet" shape, accurate gun, relatively short cooldown and good firepower.

T-34

The tank is heavy, but in terms of speed it outperforms Leva, has a longer cooldown and a large spread. It is advisable to put a vertical aiming stabilizer on it to reduce the dispersion, however, despite all this, it has very good damage and an extremely ricochet tower, which allows, under certain conditions, to inflict sensitive damage to the enemy.

Yaga 8.8

High-quality PT with very good front armor, amazing rate of fire almost like a drum, high accuracy (syringe), but low speed and relatively weak penetration. At their levels, they can really drag out the fight. Very pleased with this machine.

Su-122-44

Mediocre armor, large range of information, but also high speed, high damage and fast reload. quite a good bird, but, in my opinion, it loses compared to Yaga8.8.

FCM50t

In principle, not a bad tank, speed, accuracy, but too many minuses - cardboard armor and a rather high profile for it, little damage. The tank was disappointing, my opinion is that it is only suitable for pumping the crew for French vehicles. I listed everything I owned, I didn’t go to others and probably I won’t take it anymore, because for quality farming, what I have is enough.

Especially in the city. If two or three allies are already swinging around the corner with the same pair of red ones, it makes sense to go around and hit the rear-stern, if the detour is blocked, then this is a threat of the enemy entering our rear and we need to hold-push through. especially true for high-speed CTs, which the gun often does not allow to butt in the forehead, but perfectly penetrates the stern and sides. If there is an opportunity for a bypass maneuver - use it.

Tanks are like chess, a modern version, only there are more players and variability, therefore it is more interesting. Sometimes the reindeer gauge helps, somehow they pulled out a battle with 25% to win, and with a devastating score. At the beginning of the battle in the chat, we agreed not to take risks and play from the defensive, the expectation that the team of aggressors would rush to ololorash was justified. It happens the other way around, unfortunately.

Never leave the flanks without a view (this is what the notorious T1, MS1 are needed for), this is fraught with a loss in capture.

MANDATORY DAMAGE BY FOCUS, not different targets, namely one target. Many teams lose like this - there are unfinished cars that win. It's as simple as 2+2. A living tank is plus 1 barrel that deals damage, sometimes decisive.

The attack must be cohesive and simultaneous; do not stretch into a chain; United strike force. In cases where there are two directions of attack (for example, 2 IS3 go to the enemy in the forehead, and 2 amx50100 to the rear - you need to attack at the same time so that the enemy is disoriented and breaks the formation)

Always save your one-shot allies by covering yourself, keep an eye on your allies, again in the principle of a living tank, this is a +1 barrel that deals damage.

Well, it already needs to be worked out, it's not as easy as it seems. Many people often get into a frontal clinch during an attack - the consequences are fatal: you covered the enemy from shelling by the allies, they have the back of your tank in sight and they cannot shoot, precious seconds are lost and the enemy, rest assured, will take advantage of this with maximum benefit for themselves. Again, keep an eye on the course of the battle and allies so as not to block the enemy at a critical moment with your body. A little more to the left or to the right, or to call on the enemy in the sides / stern. Again, there are different cases, but the point is not to interfere with the allies by closing their line of fire.

Don't chase frags and damage while in a one shot state. If an ally is ready to drive to the enemy from the rear, it is better to wait, there is no need to merge in vain. Often, a tank is simply mediocre and thoughtlessly drained, although it could have survived. Greed destroys gentlemen.

Dear tankers who started playing recently! Almost every one of you, taking your first steps in World of Tanks, makes almost the same classic mistakes that affect both your further game statistics for others, and your personal opinion about the game as a whole. Based on them and your most frequently asked questions, I am writing this very short and accessible guide to the most favorite rake of young tankers in random battles.

In World of Tanks, tank types are divided into two categories - the tanks themselves (heavy TT tanks, medium ST tanks and light LT tanks) and auxiliary vehicles, namely self-propelled guns (artillery) and tank destroyers.

Heavy tanks. This technique is designed to attack and push through enemy defenses. Such tanks boast good protection and powerful guns that are able to penetrate almost any enemy armor. You need to play them carefully, because in the World of tanks heavy tanks are the main offensive power of the team. The death of any of them is a tangible loss for the team.

Medium tanks. In World of Tanks, this type of tank was introduced to attack the enemy from unexpected directions. They are dynamic, fast and fast-firing tanks that are small in size and ideal for breaking through flanks defended by only a few enemies. Medium tanks can decide the outcome of the battle - return to their base and destroy the invaders, capture the enemy base, destroy artillery or bring turmoil to the enemy camp. In World of Tanks, medium tanks are the most dangerous class of vehicles for enemy tank destroyers, because, thanks to their dynamics and firepower, they can easily enter from behind or from the side and block tank destroyers with impunity, and then destroy it.

Light tanks they cannot boast of either strong armor or powerful weapons. Their main advantage is speed and maneuverability, thanks to which they can extremely effectively conduct reconnaissance on the battlefield and detect the enemy. This gives the allies information about the position of the enemy forces and also allows friendly self-propelled guns and tank destroyers to conduct aimed fire from a safe distance. Experienced player for light tank throughout the battle, it can insidiously reveal the enemy’s combat positions. And, seeing a broken flank, a light tank can quickly get into the rear of the enemy and destroy artillery, which is a key task in battle light tank. In addition, many players lose sight of the fact that illuminating the enemy is a very good way to earn and upgrade crew and equipment: if you pass information about the enemy to allies, you get 50% experience and credits for the damage dealt to him.

We have sorted out the types of tanks inWorld of Tanks. Now it's time to go to the descriptionself-propelled guns and tank destroyers. These are very interesting classes, and playing them is fundamentally different from any type of vehicle.

Anti-tank self-propelled artillery mount . AT game world of Tanks, almost all tank destroyers are the so-called "shooting bushes". By default, they have a high concealment factor, which allows you to fire at the enemy unnoticed.

Almost all American anti-tank self-propelled guns have good armor, Soviet ones are powerful guns, German ones are both, but their camouflage characteristics are slightly underestimated. French tank destroyers have good guns, and are equipped with powerful engines that allow you to quickly move from one place to another. British tank destroyers they have excellent armor, a good gun, but they are large and cannot boast of high mobility.

Artillery. This type of technique is capable of inflicting the greatest one-time damage to the enemy. Playing artillery is quite difficult, but in skillful hands you can ruin your opponent’s tank life. It must be remembered that this vehicle has very weak armor (there is practically none), low mobility and extremely high reload time and gun aiming. Any tank that makes its way to the artillery can easily destroy it. The self-propelled gun has its own special sight and can destroy the enemy at long distances.

IMPORTANT! Remember that artillery is the main combat power of the team, take care of it and don't let the firefly that accidentally drove into the base destroy it.

Beginners First of all, we advise you to start your acquaintance with military equipment from heavy tanks, since they are sufficiently armored, have a good weapon and are the easiest in the game. After you have played several hundred battles on different maps, master them, remember the main directions of attack, as well as defense - you can move on to playing on other types of tanks. Since playing tank destroyers, medium and light tanks requires more experience, knowledge of maps, weaknesses and strengths of different vehicles.

Depending on the type of technique used, we choose the necessary tactics:

- playing on heavy tanks , choose the main directions of attack. On the open maps like Malinovka, it is best to choose camouflaged positions (bushes, trees, vegetation, terrain folds). On city maps, it is best to choose positions in houses. In no case do we leave the first on an open section of the map. We try to stay in the group of allies.

- playing the pt-sau, it is worth taking camouflaged positions (bushes, broken trees), sticking to the second line of attack or defense. In no case should you go ahead of everyone in the attack, it is more effective to be at a distance of 300-500 meters from the opponent. This will allow you to deal damage to your opponent without getting lit up. The most optimal positions are hills, to increase visibility and fire.

- playing medium and light tanks, we choose an open area, since the use of other types of equipment is less effective there. The task of light tanks is to reveal the positions of the opponent, which makes it possible to inflict damage on the allies. For medium tanks, the main task is to break through the enemy's weakest flank. Due to the high mobility of this technique, the player can quickly change the direction of attack from one flank to another.

- playing with artillery, we occupy firing positions in the depths of defense, at the most distant lines. We try to support allies with fire, both in attack and defense. The main task of artillery is to destroy tank destroyers and heavily armored enemy vehicles. When an enemy art-sau is found, first of all, we destroy it.

Tips for the most common beginner mistakes:

1. Do not stand stern or side to the enemy, because these are the most unprotected places for tanks. Always turn the hull of the tank in the direction of firing. Rotate the body, it is most convenient between shots. On the move, it will be much more difficult to hit an opponent.

2. Try not to get ahead of the main forces of the allies. An enemy ambush may lie ahead. It is better for beginners to stay behind more experienced players.

3. Finish off enemies as soon as possible, try to finish off the opponent's tank. Focus fire on one enemy tank. When choosing from several targets - choose the one that you destroy with one or two shots. In the first half of the battle it is very important to achieve a numerical advantage.

4. In the ammunition of any tank, there should be several high-explosive fragmentation shells. They will come in handy when you need to shoot down the capture of your base. Armor-piercing and HEAT rounds can ricochet off the opponent, and this type of projectile, although it will cause little damage, will break the hold and give time for slower allies to defend the base.

5. Work as a team, do not prop up allies and do not interfere with moving around the map. Never be idle and remember, if you are rolling around somewhere, then your team is outnumbered by one tank. Don't stop shooting each other.

6. Learn how to work with the minimap, always keep an eye on it. This will give you a tactical advantage and action evaluation. It will help you determine where and with what forces the enemy is located, the place where the help of the allies is required, and where a breakthrough can be made.

7. Try to use the advantage of fast tanks in battle. They are ideal for striking the flank of enemy forces. This will constantly distract the attention of the enemy and give an advantage to the allies.

8. The key to victory is endurance. Do not rush when shooting, wait for full information, even if the opponent is not so far away. Even in close combat, you should not rush to send shells at the enemy without aiming: there can be ricochets from thin armor.

9. Always remember that not only the one who discovered you and lit up himself can shoot at you, but also those for whom he “shines” you.

10. Know and remember the capabilities of your tank. These include such simple things as speed, maneuverability, acceleration, armor, gun accuracy, aiming time and the rest. This is the foundation of the basics, without it your behavior in a difficult situation turns into Russian roulette.

World of Tanks- a very multifaceted team multiplayer game and tips for beginners can be continued for a very long time. We hope that the basic recommendations described in this article will help you quickly understand the nuances of the gameplay and save you from making many mistakes.

It is complex and multifaceted, so it is not always easy for beginners to understand all its intricacies.

What should be done first?

First you need to learn all the classes of equipment and understand how each of them needs to behave on the battlefield. In total, there are five classes of vehicles in the World of Tanks game, each of which is suitable for a certain style of combat.

Heavy tanks (TT). The most armored vehicles in the game have the highest margin of safety and do not have much mobility. Best of all, TTs show themselves at close range. TT is the main impact force your team, as strong armor and good weapons are never superfluous. Tanks of this class are great for beginners, as they can forgive even the most stupid mistakes, thanks to armor and durability.

Medium tanks (ST). fast cars capable of changing flanks with lightning speed. CT guns don't deal much damage, but they have a very high rate of fire. Continuous shooting is the main guarantee of victory for ST. Tanks of this class easily hit everyone else's vulnerable sides and stern, can knock vehicles off their tracks and easily destroy them. The ST platoon is the team's most formidable force, capable of not only pushing through an entire direction, but also intercepting light tanks, capturing or defending a base, and destroying artillery.

Light tanks (LT). The most mobile cars in the game, they are small in size and have the best vision among all classes. The main task of the LT is the destruction of enemy artillery, slow TTs and tank destroyers. In addition to these tasks, light tanks perform a number of others, such as highlighting enemies to allies so that they deal damage. LTs have a low HP pool, rather mediocre weapons, and they have no armor at all. It should be said that LT is the most difficult class in the game, so it is not recommended for beginners to download them, LT do not forgive players' mistakes.

Tank destroyer. This class of equipment is designed for shooting from a long distance. Most tank destroyers do not have a turret, which makes them vulnerable to close combat. However, they have excellent camouflage and powerful guns with high accuracy, armor penetration, and damage.

ACS. Artillery or self-propelled guns is a support class that deals damage to the enemy in an arc - "from above". Artillery has the lowest durability, it has no armor at all, no turret. It is effective only when it is not visible to the enemy, because one shot can end the game for the gunner. The guns of the self-propelled guns are monstrous, they shoot mainly with high-explosives, capable of destroying a tank with one shot when they break through.

Which tanks to download first?

Having understood gameplay, you can start choosing a branch for pumping. Any professional player will tell you that for beginners there is no better branches than the Soviet TT branch. Why? Let's find out!

Already at level 5, players get the KV-1 - one of the most powerful machines on the level, with the best all-round armor on the level, low speed and powerful guns, with high one-time damage. Many opponents simply do not penetrate KV-1, so newcomers live on it for quite a long time, which allows them to be more useful to the team. Tanks up to level 5 are nothing special, and higher levels are more interesting.

After KV-1, you should download. This is a very dynamic vehicle, with average armor, an excellent gun with good alpha, and high DPM. At level 7 is the legend - IP. The brave "heavier" has the coolest weapon in terms of damage, which is capable of taking down 390 hit points on average in one shot. And the armor of the IS allows him to hold the shots of his “classmates”, and give him the opportunity to ricochet from more serious enemies. The speed of the IS is also not lame. It is followed by one of the most popular tanks in the game, the IS-3. This war chariot has one of the best weapons at level 8, with the same alpha, great penetration, and its armor and good speed allow it to play with even level 10 tanks.

Now let's move on to the "top machines". At level 9, the T-10 is conveniently located. This tank has the best speed at the level (among TTs), an excellent gun with a one-time damage of 440 HP, excellent armor penetration and a heavily armored turret. The IS-7 is considered the crowning achievement of the development of Soviet TTs - the real legend World of tanks. The IS-7 is famous for its incredible armor, capable of holding guns of any caliber in the game in the forehead. The sides of the tank are protected by screens capable of reflecting all shells that hit them. The speed of the IS-7 is not bad (55 km / h), but it is difficult to disperse it. The gun of the tank is not the strongest side, but the one-time damage is inspiring - 490 units.

What should newbies not do?

Ride the LT. This class of vehicle is not suitable for beginners, because in order to successfully “play”, you will need to study the map in detail, as well as the characteristics of other tanks, so as not to die in the first minutes of the battle. When playing on the LT, you need to quickly assess the situation on the battlefield in order not to get into the enemy's sight. Speed ​​and visibility are the main advantages of LT, and not all beginners can use them correctly.

Gstupid tanking. In no case should you turn your stern and sides towards the enemy, always hold the tanks with your forehead - there the armor is the strongest. You should also not show the track rollers to the enemies, because they can be easily knocked down and you will not be able to move for a while, which will make you vulnerable.

"Backing up" allies. You should never prevent allies from fighting, running away from opponents, pushing other tanks into the water, etc., because allies can behave the same way. You should always focus on your enemies, not on your allies.

"There is safety in numbers…". It is necessary to learn this rule, you should never go into battle alone if no one is covering you. Even the most formidable tank in the game is not able to kill a crowd of nimble opponents.

As a result, we figured out what tanks there are in World of Tanks and how to deal with them. Remember also that you can find an individual approach to each situation, each tank can be played outside the box. If you are a beginner - download TT USSR - they are your key to simple learning, gaining experience. Do not interfere with the play of allies, and act collectively, then you should not have problems at the start.

Good luck on the battlefield!

Belarusian online game World of Tanks (WOT), or, more simply, tanks, has captured the minds of not only Russian-speaking gamers, but also many foreign shooters. It would seem that everyone knows how to play, but there are those (yes, don't be surprised) who are just starting to learn about the amazing World of Tanks. Especially for beginners, three basic tips.

1. Always face the enemy in World of Tanks

Let's take this situation: on the way to your position there is a terrible section, overcoming that you expose your side to the opponent, and we will try to reduce the chance of damaging a domestic tank. To do this, it is necessary to deploy the tank turret in the direction of the probable position of the opponent, in other words, it is necessary to observe in the direction from which it is scary. Hence the name "Facing Fear".

For example, the map Malinovka. Immediately, at the beginning of the battle there is a huge danger of light, and you need to go to the flank, to the forest. We turn the tower towards the field and drive until it is safe. Or the second example, on the Utes map. If you are going to occupy the balcony, then in the squares F4-F4 or E4-E5 there is a huge danger that you can be opened, and if you turn the tower towards the opponent, then the chance to reach the position will be greater.

Also on city maps, when passing spans between buildings, it is better to turn the tower to the side, from where they can shoot at you. Following this advice, you will get a sequence of advantages: firstly, you expose the strongest part of the tank to the shot - this is the gun mantlet, which, in most cases, is more difficult to penetrate than any other part of the tank. Secondly, you reduce the silhouette of the tank itself, since the smaller the visible area, the less likely it is to hit you, since it is best not to ricochet and not penetrate, but while the ammunition flies by. Thirdly, the gun is already directed towards the enemy and when it is illuminated, you will not need to waste time turning the turret for a shot, you just have to aim and shoot more correctly, without risking hitting immediately, quickly overcoming the terrible area.

2. Fighting from around the corner in World of Tanks

The advice is addressed to drivers of heavy armor, despite the fact that it is applicable to almost any vehicle. An appeal will be sent on how to correctly go around the corner or news of a shootout. It is very easy to get out of the corner correctly, before rolling out to the area under fire, you need to choose such a trajectory of movement so that the opponent does not see your side. It is unacceptable to leave sideways from around the corner, substituting the board. On top of everything else, you can fall into the "roller trap" that we told you about in the last issue and your fight will be over.

If you are defending a position by skirmishing from behind an obstacle, then the most effective method will be tanking with the side. To do this, you need to lean against the corner or to the very edge of the obstacle with your forehead, then make an angle of about 15 degrees and move back a little. Your task is to force an unrestrained or not very skilled player to shoot at your side at a very sharp angle, which will most likely lead to a rebound or non-penetration, due to the fact that the ammunition will need to penetrate the armor not across, but throughout, which makes it many times thicker, usually other than being able to pierce it.

After the opponent or rivals are discharged, you need to move back a little more, so you yourself will be able to shoot, as before, showing the opponent a side at an acute angle of the frontal armor. After the shot, go back to the starting position, wait for reloading and repeat the technique. Applying this advice, you will be able to exchange fire with opponents that are superior in strength with virtually no risk to your strength, defend your position for a long time, holding back opponents from the offensive, and at the end of the battle, enjoy the Metal Wall medal.

3. Be invisible and shoot in World of Tanks

There is a method by shooting from the bushes to remain unnoticed by the enemy, but first a little about the mechanics of the game. After the shot, all bushes within a radius of 15 meters stop masking you for a few seconds, and in order to avoid light, you need to be at a greater distance at the time of the shot. Finding the right distance from the bush is very easy when in sniper scope the bush through which you look becomes opaque, then the distance is more than 15 meters and it is possible to shoot without fear of light.

To increase the effectiveness of this method of shooting invisibility, you need to stop when the bushes are still transparent, but after moving 1-2 meters away, they become impenetrable, in this position you can independently illuminate the enemy. After the enemy is illuminated by you, it will glow for at least 8 seconds, this time is just enough to give a little back, thereby not greatly increasing the spread of the sight, and after the bushes become impenetrable, immediately stop, converge and shoot.

By following this advice, you gain a sequence of advantages: firstly, after the shot you remain invisible, which means that you will not be hit back, and you can do this move more than once. Secondly, you work according to your own light, which means that you will not need to share experience and earned silver for effective shots with your allies.

The difficulty of this method is that you are not shooting at a visible opponent, but at his silhouette through an opaque bush, and you need to be careful, considering which particular part of the opponent’s tank is open for hitting, since the silhouette is shown to you quite independently, which is visible, for example, just a tower.

Share and win from 100 gold

Good day, dear readers. As in any game, World of Tanks has small

1. Correctly use the armor of the tank.


In almost any tank, the strongest point is the front of the turret. So you try to play from it, hiding your vulnerable lower armor plate and showing the enemy only the tower. He is unlikely to penetrate you there, but if you have a tank with a large commander's tower, then try to turn the tower, drive back and forth in order to make it difficult for the enemy to aim it.

Like this, we tank with a tower:



2. Clinch


When playing on a tank with a strong turret, especially against various PTs and TTs with commander's turrets, we enter into a clinch to expose, again, our strongest armor. We also try to direct the gun of your tank into the enemy gun, so we have a chance that when the enemy fires, our gun will take damage, maybe crit, but we will not receive damage. We also rotate the turret to make it harder for the enemy to aim the hatches. Ideal for the clinch are many heavy tanks with a strong, as well as CT (for example, T-62).

This is what the clinch looks like, on the IS-7 with the strongest turret, we huddled up to the E100 and did not let it shoot at us at the NLD or VLD, only our turret was visible to it.



3. Side tanking


Many heavy tanks have powerful side armor, but many don't even know how to drive around corners properly and die quickly. Let's analyze the situation, the enemy E100 leaves like many inexperienced players, thereby substituting his ice rink, shooting at the rink, and if the enemy does not have a repair kit, then he is unlikely to get off (many simply do not even download repairs). So we use this.

Here is an example of a wrong exit:




This is how you need to properly drive a tank with strong sides, make a minimum angle and drive away from the side, thereby hiding our vulnerable NLD, which in most cases of shooting at us will go into ricochets and not penetrate.



4. Targeting vulnerable areas


No matter how strong a tank is in World of Tanks, it has its own vulnerable areas. For example, even the strongest level 10 tanks can be pierced into the NLD or the commander's turret.

Here, for example, from the E100 gun, which has weak armor penetration with an armor-piercing projectile, we calmly pierce the T110 into the commander’s cupola, since it is only the main frontal armor (although the T110 is sideboard, but this is not the point).



5. Gold shells


Since many vehicles in the game have very strong armor, we are not always able to break through someone, especially if we are lower level. However, we can always load a cumulative or sub-caliber projectile (most often they act as gold shells) and penetrate this tank, but you should not always do this, only in cases where you are dragging a fight or you really cannot penetrate a tank at any point. If you shoot gold too often, you can fly into big minuses on loans, so don't be zealous. We'll definitely take a couple.

As an example, the E100 tanks with a turret, if you don't have time to aim, as is often the case in tense situations, load a gold shell and freely sew an E100 into the cheek of the turret. We would not have succeeded with an armor-piercing projectile, we would have had to aim the bar under the turret or the rangefinder on the roof and hope to pray to the VBR for a hit.



6. Penetration skins


A very useful thing that shows the weak zones of tanks, where it is easiest to penetrate, as well as the location of all modules (ammunition rack, engine, etc.) and crew members. This will make it easier for beginners to shoot at vulnerabilities, so try to always crit the ammo rack, tanks and engine first, which can be very bad for the enemy tank. You can download penetration skins from our website, for example, in.



7. Study TTX tanks with whom you are at war


Especially their armor and guns, which will be a huge plus for you in the future. You will know reloading, armor, its strengths and weaknesses, and you will understand whether it is worth engaging in a duel with this tank. After spending a couple of days on this, you will get much more. As they say, know the enemy by sight.


8. Carousel and swing.


There are such uncomplicated names in World of tanks. A carousel is a “twisting” of an enemy tank due to its speed. An extremely useful item for CTs and LTs, which will allow you to safely rotate tank destroyers and many TTs, with a slow turret traverse. But any competent TT player will not just turn the tower behind you, so we knock down his caterpillar, which will reduce the chances of catching us even more, and so we twist, keeping him on the rink with shots. The main thing is not to let them press against the wall, otherwise they can easily push us away and smack us. However, we will not be able to spin all PTs and TTs, knowledge of their rotation of the suspension and turret will come in handy. Let's use it wisely.

Here on the screen, we shot down the caterpillar of the enemy E100 and just turn this slow barn.




Swing. It is also a very useful element that will come in handy on Soviet and Chinese STs, as well as on some others. A low silhouette and a strong tower play an important role here. In tanks there are many high tanks with a high silhouette, for example, E100, Mouse, Gus, etc., getting used to the side of which we will make them practically helpless. You can do the same with other tanks, having a strong tower. Be sure to “squeeze” to the enemy’s tank, we drive back and forth, thereby worsening the enemy’s chance of aiming our hatches on the turret.

This is how we got used to the E100 at object 140 and just kill it on the CD, rolling back and forth.



9. Artillery


Here's what to always remember when playing on any class of vehicle. You will stand for a long time and exchange fire outside the shelter, the brown ones can throw themselves at you and take you away. So, don't be too heroic and play carefully.


10. Correct shooting from behind a bush


Almost on any map there are various bushes and trees that camouflage the tank well. Trees, for example, can be felled and they will work like a bush. So, many stand in a bush, shoot from there and wonder why they lit up. That's right, drive back 15 meters from the bush and shoot (15 meters is when the bushes become opaque). At the same time, our visibility is limited, you can only shoot at the red contours, but most likely we will not glow. However, do not expect that you will not light up when shooting at close range. Also, do not try to stand in the bushes on huge tanks (such as Mouse, Waffentrager E100, etc.), even in them you can be easily detected.

This is how the bushes should be displayed for safe shooting.



11. Olenemer


This mod loads the full statistics of the players and displays it in battle, according to different ratings (RE, WN8, WN6, LR, etc., depending on the player's choice. It will be extremely useful for players who have already skated a couple of thousand fights to learn how to analyze lineups commands.It is also useful for assessing the enemy with whom you are shooting, what to expect from him, etc. This modification is also available in .

12. Ramming


Another integral part of the game. When playing on heavy tanks, on ST, you can always accelerate well and ram a lighter enemy tank. But you need to do this wisely, try to fly into the stern or sides of the enemy with your ram in order to inflict as much damage as possible. Also, do not try to ram enemies larger than you in mass, if it is vital.

Using the E100 as an example, with a mass of 130 tons, even after accelerating from a couple of meters, we shoot 110, which always weighs 2 times less HP. If you accelerate from the mountain, you can fly into 1000+. But it is better without fanaticism, only if necessary and confident.


13. Cards


Many players simply do not know the maps and go with the whole “herd” in one direction. If you re-read the forums, consider each tactic individually, you will increase your effectiveness in battle. So knowledge of maps is no less important than knowledge of penetration points. Be sure to study the location of the art to know where they can throw at you.

14. Blindshots


They are blind shots. Try in those moments when it happens to leave the bushes where enemy tanks usually stand. So, for example, on the Malinovka map, you can leave from the lower spawn along the edges of the stones, where enemy tanks usually hide and just take off their HP without light, which will always be useful in battle. The main thing is not to blindshot a lot, a couple of projectiles at predictable positions will suffice.

An example of a simulated blindshot, but in a random house there in 90% of cases someone is standing and waiting for the light




One of the most important components of a good game, when playing with a calculator, it is unlikely that you will become a bender. Do not chase a good picture, try to keep the FPS at least 30-40, less you will be extremely uncomfortable playing. Lower the settings, use it (in a modpack) and just keep an eye on the clutter of your computer / laptop, update drivers, clean it in time and you will play well. Personally, the author rolls on a laptop with 40 fps, for studying, but nothing, it seems to be played well.

16. Knowing your tank


Always, if you don’t know what your tank is like, what tactics to use on it, what modules and perks to install, always read the forum or watch reviews from watermakers (you can find a guide for almost any tank). Knowing your tank, its strengths and weaknesses, you will increase the effectiveness of the game on it.

17. Platoon


In tanks, you can create a platoon of two or three people and play together in battle, which will increase your chance of winning if you play well. However, try to play with more experienced players or friends first to learn tactics etc. In a platoon, you will play well and you can hope that your co-platoon members will help you at a difficult moment, which you will not find in a solo random.

18. Useful mods


At the moment, a huge number of modifications are being produced for the game, from tank skins to clocks in the hangar. I would like to touch on the topic of useful mods. Try to install the most necessary, because if you put everything in a row, you can just specifically reduce the FPS, put only what can help you, you don’t need all the prettiness. A lot of useful mods are provided in, install wisely or better watch the video to understand what each mod is.

 
Articles on topic:
Everything you need to know about SD memory cards so you don't screw up when buying Connect sd
(4 ratings) If you don't have enough internal storage on your device, you can use the SD card as internal storage for your Android phone. This feature, called Adoptable Storage, allows the Android OS to format external media
How to turn the wheels in GTA Online and more in the GTA Online FAQ
Why doesn't gta online connect? It's simple, the server is temporarily off / inactive or not working. Go to another. How to disable online games in the browser. How to disable the launch of the Online Update Clinet application in the Connect manager? ... on skkoko I know when you mind
Ace of Spades in combination with other cards
The most common interpretations of the card are: the promise of a pleasant acquaintance, unexpected joy, previously unexperienced emotions and sensations, receiving a present, a visit to a married couple. Ace of hearts, the meaning of the card when characterizing a particular person you
How to build a relocation horoscope correctly Make a map by date of birth with decoding
The natal chart speaks of the innate qualities and abilities of its owner, the local chart speaks of local circumstances initiated by the place of action. They are equal in importance, because the life of many people passes away from their place of birth. Follow the local map