Artykuły :: Armored Beasts Lite Beta 2.01 (Some tips)
Lite version with minimum of additional sounds, textures ect. to keep file size low
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Submitted by: _KaszpiR_   Date: 2007-02-18 14:43
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P.S. Some tips:

Set a range on your sight, before firing - it's much easier to observe your tracer then. If you fire with range set to zero, the shell will travel under line of aim and the tracer will be obscured by aim marks.

If you have problems seeing your tracer with gun optics at long range, you can try to do it with binoculars. Aim the gun, go to unbuttoned view, fire the gun and switch to binocs quickly. It's much easier to see it this way sometimes, especially on long range. Of course if we had separate commander station, he could sense the shots for you... But have not currently.

Who can kill who:

When facing the Panther, fire at the turret. Can be defeated from T-34/85 at closer (500m or less) ranges, especially with lucky hit. But it may fail too with unlucky hit... The front hull of the Panther can be defeated only by IS-2 from closer ranges (<600m). The side can be defeated even by T-34/76.

When facing the Tiger - you can kill it from IS-2 at almost any range in game. From T-34/85 - aim the hull, you have chances up to 900m with 0deg shot. The turret is too thick. Angled Tiger can be impossible to kill from T-34/85, maneuver to get 0deg shot or to get it from the side. The side of the Tiger can be defeated from up to... 2000m :-O from T-34/85 - this has to be checked, and up to 200m currently from T-34/76 (that would be late war ammo I guess).

When you are fighting in the IS-2 - take the long reload time into consideration ! Find a target from the cover, estimate the range, set the sight, uncover, aim well, shoot once and backup to cover for reloading. You can kill almost anyone - if you hit. This was real life tactic of good IS-2 commanders, they used it with good results. Also remember that you have only 10 AP shots, so consider using HE against less armored targets (like PzIV front or Panther side).

When facing IS-2 - aim for the turret rather than hull. And aim close to the gun, if you hit it too far to the left or right it will ricochet. You have fair chances up to 500m in PzIVH, but better be closer. Much better chances in a Tiger or Panther. But from long ranges even those two will ricochet if not hitting the center of the turret.
The IS-2 front hull can be defeated from 400m (Tiger) or 700m (Panther).

Against T-34/85 - aim where you want, but when aiming turret - again hit it close to the gun, in other case it will ricochet most likely.

If facing T-34/76 with PzIII - aim for the turret and close to the gun, the front hull is out of your range.
The front turret can be penetrated up to 600m from PzIII using AP ammo. The front hull can't be penetrated (or maybe with 10% chance from under 20m). Of course you can penetrate T-34s front hull with APCR ammo currently, when you should not, it's too much sloped for APCR. This will be corrected in the future with better penetration formulas.

When facing T-34/76 with PzIVF1 - fire at turret front from <200m or the turret rear. You can't kill it from the side currently as lower hull armor is not modeled yet.

When facing KV-1 with PzIII - use APCR ammo and aim well. If you meet one being in PzIVF1 - retreat or surrender.

T-34/76 or Su-76 against:

PzIVF1 or F2 - front can be penetrated up to 1200m.
PzIVH - aim for the turret - up to 1200m. The hull - up to 150-200m.
Stug-III/F8 - front hull can be penetrated up to 150m (sometimes 200m).
PzIIIL - front hull up to 500m, front turret up to 800m

All above performance is just the result of using real life armor & penetration values as a base, but is not fine tuned yet. So it may change a little in the future.
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