Artillery in the game World of Tanks is a rather colorful technique, since it has both its fans and haters, and there are much more of the latter.
The ART SPG stands out among all vehicles in the game with its unique gameplay. There is no need to create tactics and routes on it, the most important thing is to take a comfortable position at the base for shooting. But it is difficult for other classes of equipment to resist artillery, since the “suitcases” fly straight from the enemy base. In this regard, players have to hide and maneuver in order to somehow maintain HP units.
ART SAU
Artillery in the game also has different characteristics.
For example, the French ART SPGs differ in good accuracy and rate of fire, but low one-time damage, but american artillery, has a huge one-time damage, but takes too long to recharge and takes a long time to converge.
The opposing team player needs to know what art will play against him in order to know what to prepare for.
The best thing, of course, is to experience the gameplay on the ART SPG on your own. So it will be easier to assume shots and mixing of the brown class.
Without knowing the abilities of the enemy, it will be impossible to predict his actions.
When playing on a heavy and slow tank, it will be difficult to hide from artillery and maneuver, but if you know its approximate reload time, you can make runs through cover during the reload period or drive out to shoot.
Previously, the artillery limit in a team reached 5 pieces, and this brought a huge imbalance in the game, since heavy tanks were destroyed the very first, and the damage was much higher, and an ART SAU could take all HP units from any tank in 1 shot. Currently, the number of arts in the team has been reduced to 3 pieces and the damage has been taken away, but they have been given improved mixing and the ability to stun.
It is impossible to say that artillery does not change the game now, since the same TTs have remained the best target, and the hits have become more frequent, albeit with less damage.
For the duration of the stun, the characteristics of the crew are significantly reduced, and the artillery stuns with almost every shot. And it also brings imbalance to the game. In this regard, all tanks in the game must always think about where to hide from high-caliber projectiles flying from the sky.
Tactic
Knowing the capabilities of enemy artillery, one can also think about tactics for battle. Of course, location will also play a big role. The same famous "Prokhorovka" or "Robin" does not have special shelters, which is why these cards are unloved by most players.
You can imagine how Maus will move from the base to the place of firefights and how much shells he will receive from the artillery. In such cases, it is better to go behind small buildings or hillocks. This is the only way to hide from the ART SAU. In the game, tankers have already laid out standard routes for comfortable skirmishes on almost every map. Urban locations are more convenient for TTs, not only for tanking, but also for cover. However, experienced gunners manage to shoot through cracks and windows.
In general, moving to the place of skirmishes, you should always look at the path of shooting. When there is light, it is better to immediately hide behind the nearest cover, but you should not do this in a straightforward way. It is recommended to always maneuver and move randomly.
Taking into account the physics in the game, each art has its own unique abilities in the trajectory of the projectile.
For example, the british art shoots very high, the projectile flies, the so-called "parachute". Because of this, the flight time of the "suitcase" takes 3-4 seconds.
Soviet artillery shoots low, but the projectile arrives in 1-2 seconds. Even when hiding behind cover, you should always look for any holes in the buildings or the roof, as the projectile can fly there as well.
Prolonged mixing does not allow the artilleryman to react quickly, and he will wait for the mixing. This will allow you to hide.
But playing on an open map, there is nowhere to hide, so you need to maneuver.
The flare lamp lights up a few seconds after the tank is detected, so when the flare sign appears, you need to head along the route for a few more seconds and then abruptly reverse.
Taking into account the flight time of the projectile and the convergence of the artillery guide, we can assume when it will be able to fire. This will be the best countermeasures.
But this is very difficult to do when the player is on the 1st line, since it is also necessary to keep the correct position against enemy tanks.
Hillocks can also play a protective role. If you attach to a lowland, then artillery will often fall into a hill. There may be a stun, but it's better than direct hits.
Artillery almost always occupies the same positions at the base. At the beginning of the battle, you can predict where possible projectiles will fly from. When firing, of course, you can already see the direction of the projectile. But these tips will not work 100%, as experienced gunners change position after each shot to avoid oncoming fire on the tracer.
Stereotypes
An experienced artilleryman will always aim not in the direction of the likely light when moving to a position, but on the contrary, he will be reduced to a retreat route. In this regard, you need to remove all logical actions from your head and move in the opposite direction to the thoughts of the artillery guide.
When it's logical to retreat to cover, it's best to take the risk and drive straight ahead. This will confuse him and give him a chance to dodge the projectile.
broken objects
It's no secret that you can see demolished objects even without a tank being detected. This helps artillery hit the tank even without light. Moreover, the view from the sight, which has artillery, can move away well, which will increase the tracking radius for broken objects. Also, many people know about the forbidden mod, which detects breaking objects on the map and makes the corresponding sound. In this regard, you need to try not to break buildings and fences when moving.
Arta vs Arta
Many tankers can't stand it and buy artillery for themselves in order to destroy artillery. The essence of the gameplay will be to track down the position of enemy artillery. When fired, the projectile will leave a tracer trail behind it, which will give out the position of the enemy. On almost every map, the ART SPG is located in the same places, but in order to destroy it, you need to make a direct hit. To do this, point the camera at a possible location and wait until a shot occurs. As soon as the place of the projectile is noticed, you need to quickly react, converge and shoot.
You should know that if the gunner of the other team sees him being hunted by tracers, he will play more carefully, constantly changing positions after the shots. Moreover, the player will also need to always carry out the same procedure in order not to run into oncoming fire.
Clinch
When shooting in open areas, you can use the enemy as a kind of shield. To do this, you need to enter the clinch with your opponent. This will create an obstacle for the gunner, since if he shoots, he is more likely to inflict damage on an ally. Not many Browns take the risk and target the opponent. However, the ART-SAU can mark the vehicle it is aiming at, and the enemy tank will use all sorts of methods to get out of the clinch. In this case, you should pursue the enemy as long as possible. If the artillery dares to shoot, then in any case the player will help the team by taking away the strength units of the enemy vehicle with the help of his own allies.
Arta in close combat
On the World of Tanks forums, you can often see players complaining that artillery destroyed their tanks at close range. Most often, light and medium tanks with good dynamics get to enemy artillery, but many of them perform the wrong actions.
There are certain rules on how to play against artillery at close range:
- Motion. When enemy artillery is detected, you should never stop to aim and fire. This greatly simplifies its mixing and hitting. It is always necessary to move, and approaching is also not recommended.
The closer the target, the easier it will be to hit.
- Horizontal angles. Almost every artillery has a UGN, which, when crossing the borders, are sighted. knock down convergence and dispersion. In this regard, it is necessary to drive in a wide arc without stopping. This will reduce the chances of hitting to a minimum, but still there is a place to be, and this will not always help.
- Tactics. When an artilleryman is left alone with opponents, he will always try to get the last accurate shot before the destruction. This means that it will already be brought to a certain side, in anticipation of enemy equipment. If, for example, the tank was detected on the left flank, and the gunner could see its movement towards the base, then, logically, it will be reduced to the left flank, hiding around the corner. He can be deceived by changing the route and calling in the rear, where he does not expect it.
To destroy artillery, you often have to fire 2 shots, but artillery can destroy the enemy with 1 shot.
Conclusion
ART SPG plays an important role in confrontations, and you should not believe the developers who say that it does not solve anything and is just fire support. In fact, this is far from the case, and many players can attest to this.
Currently, Arta is able to drag drain fights and destroy the enemy in single combats. Moreover, the ability to stun the enemy crew provides additional privileges to allies.
It is very difficult to play on heavy slow tanks now, because they will regularly absorb all the damage. The only salvation is city maps, which are not so many in the game.
Of course, you must always try to maneuver and wriggle in order to somehow avoid a quick destruction. When tanking, this will be difficult to do, but the "pendulum" mode will help you survive.
Well, if a player wants to take revenge, he can always buy himself such a class of equipment and track down offenders using tracers.
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