The most balanced, tearing everything and everyone in a random house, even more efficiently than the top of the branch.
Hello tankers! Wotpack is with you and today we will tell you about the best "double-barreled shotgun" in WoT and this is not at all ST-II. It's about level 9. IS-3-II, which can bend both in single-level battles and with "tens".
At first glance, the gun does not stand out among the Soviet cords, but at the same time very balanced:
- comfortable UVN;
- convergence time and accuracy are the same as the top of the branch;
- a decent DPM for its level, which can be implemented in different ways depending on the firing mode.
In terms of firepower, it is a more advanced model. IS-2-II, but at the same time almost in no way inferior ST-II, which allows him to effectively fight even with "tens".
The main feature of weapons IS-3-II in his ammo pack. The basic armor-piercing projectile (has good normalization) does not shine with armor penetration. But a special sub-caliber (while ST-II cumulative) projectile is very good, as for a strand: high flight speed + high penetration (only 18 mm less than the top of the branch).
The predecessor can not boast of such a broboy on gold, so at the bottom of the list there is little that can oppose other strands. But the “nine” on gold can really bend everyone and everything.
Now let's talk about survival, as this is a key factor for the TT class. At level 8 IS-2-II nothing outstanding can boast, most players have no difficulty breaking through it. At ST-II nominal armor for higher, but rather vulnerable zones in the frontal projection (we will write more about it in another topic).
Key difference IS-3-II from other double-barreled tanks in that the frontal projection of the hull has the shape of the legendary Soviet "pike nose". In close combat, it increases the chance of ricochets from armor-piercing or sub-caliber projectiles. Since TTs in most cases are encountered head-on, the main thing is not to stand still, but to maneuver. When the tank moves unevenly, the direction vector of the armor plates changes, which significantly increases the chance of ricochet or non-penetration.
Second advantage IS-3-II in that, unlike tanks of levels 8 and 10, it has a frontal projection no driver's hatch, so it is not necessary to hide the entire hull in order to be able to tank enemy shells. Also IS-3-II the only one among double-barreled tanks has along the sides of the bulwark (screens), which absorb shells of any type and caliber without damage. That is why when playing on it, it is best to tank with the sides.
Its turret is an improved version of the previous tank, and at the same time it is more flattened and more reliable than the top one. At ST-II too noticeable commander's cupola, so the game from the tower on it is less reliable.
Let's move on to mobility. IS-2-II more dynamic and maneuverable, but as we have already figured out, it is significantly inferior in booking. And here ST-II feels too clumsy, although in terms of survival it did not particularly succeed. IS-3-II in this regard, it keeps the golden mean between dynamics and maneuverability, surpassing the mobility of its predecessor in terms of performance characteristics and slightly inferior to the top of the branch.
It is impossible not to note the difference in the review. The “nine” has 30 meters more than the “eight” and at the same time only 10 meters less than the “tens”. So at close range, he can feel quite confident.
Interesting:
Is it worth it to download double-barreled tanks? Branch overview
Read on:
He has no armor. At all. Some 8's don't hit head-on. The rest are no problem at all. And the roof of the tower is wadded. If someone is taller than him, they throw it often. Plus, art suffers so much that even cry. For the rest, yes. The tank is good. The gun is no worse than the Germans. Although the preparation time of the volley makes this mode half useless... Excellent dynamics and ULV, though not wow, but quite acceptable.
there is armor - you go with your nose at the enemy and you mansu, but not much - if it’s close, then you don’t have time to throw it into the NLD, but the VLD shells hold with a bang. If you are lower, 90 percent of the tanks will be sewn, this is not an indicator (in any case, this is not is-3 8ka). everyone suffers from art - play on the crane wagon - it still gets less
the gun is normal. As for the volley, you need to understand when to throw it. Usually, when standing from a stone against cardboard drums, it goes well, you stupidly set the auto-aim, you start preparing for a volley, and only then, a second before the shot, you roll out the gun for shooting. shot and back the same second. a total of 780 damage and 2 seconds under the cross, as a result, the exchange of hp in your favor. in open areas we shoot only 1m - (we save the 2nd for finishing off or at the risk of being drained ourselves (to have time to give another 390). In total, there is a significant advantage over single charges. on mice, Japanese and is-8. but when rolling out, I try to choose a dynamic place for duels. standing against the mouse is initially a bad idea, it’s better to push the flank from the t and kill him from the back-side. -no extras will then take out the economy