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Turretless TDs - how to play


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Kebabsaurus Rex #1 Posted 24 January 2019 - 10:51 AM

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I am currently grinding the ISU-152 and I have never felt more like throwing in the towel with a grind than like this.

 

The gun is fine (I have the top package), crew is not a problem. The problem is how to contribute.

 

If you sit at the back you do nothing, you drive forward (too much) everyone shoots you. On so many of the maps there are few if any places to go.

 

Any advice from people who have two or three marked this? 

 

Are these best played as map denial or support tanks?



RadiantPup27709 #2 Posted 24 January 2019 - 11:00 AM

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Fixed guns... yuck! I'm also in the same rut as you, OP.

I believe Rest made a very similar topic that might contain some already answered questions for us.



Kebabsaurus Rex #3 Posted 24 January 2019 - 11:03 AM

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View PostRadiantPup27709, on 24 January 2019 - 11:00 AM, said:

Fixed guns... yuck! I'm also in the same rut as you, OP.

I believe Rest made a very similar topic that might contain some already answered questions for us.

 

do you have a link?

 

The limited gun arc is a right pain! and lack of armour does not help.

 

I have thought about peek and boom but the tank isnt the quickest or most mobile.......



swindle 321 #4 Posted 24 January 2019 - 11:10 AM

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You're best off trying to get eyes down on an area where you know red tanks are likely to show up and punish them as they peek and make mistakes. Being aggressive and fighting at the front can work but it's very awkward, I will always try to let the reds come to me first and only go looking for them when the battle's coming to an end or the position I've tried to setup in hasn't worked :)

 

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Kebabsaurus Rex #5 Posted 24 January 2019 - 11:11 AM

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FYI a bit more info:

 

I find games are moving so quick now that playing these types of tanks is either feast or famine - plenty of damage or none at all.

 

and if your not in the right place you get no damage, even if you win.

 

I am not a fan of camping the back and prefer to get more involved, press an advantage and give people a 750 hit with a boom stick as much as possible :trollface:



RadiantPup27709 #6 Posted 24 January 2019 - 11:14 AM

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http://forum-console.worldoftanks.com/index.php?/topic/226640-how-do-you-play-turretless-tds/page__hl__%2Bturretless+%2Btds+%2Bhow__fromsearch__1

 

It was Joco, not Rest. My mistake.



Kebabsaurus Rex #7 Posted 24 January 2019 - 11:14 AM

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View Postswindle 321, on 24 January 2019 - 11:10 AM, said:

You're best off trying to get eyes down on an area where you know red tanks are likely to show up and punish them as they peek and make mistakes. Being aggressive and fighting at the front can work but it's very awkward, I will always try to let the reds come to me first and only go looking for them when the battle's coming to an end or the position I've tried to setup in hasn't worked :)

 

thanks mate, had a few good(ish) games when letting reds come across open areas then giving them some good wacks.

 

bloody annoying when the team falls apart though as your just so dependent on them holding a certain point (to some degree anyway).



f1mitku #8 Posted 24 January 2019 - 11:15 AM

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View PostKebabsaurus Rex, on 24 January 2019 - 02:03 PM, said:

 

do you have a link?

 

The limited gun arc is a right pain! and lack of armour does not help.

 

I have thought about peek and boom but the tank isnt the quickest or most mobile.......

 

-> How do you play turretless TDs?



BoereJack #9 Posted 24 January 2019 - 12:00 PM

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I found the viewrange(445m) too renderrange(564m)gap most ideal for turretless td’s, as i am

usually not great in these machines. And i have the urge to always be on the frontlines in most tanks, so i always steuggle wit turretless tds.


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swimwithwhales #10 Posted 24 January 2019 - 12:28 PM

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i tend to try to play close support (around 100m behind your forward tanks). the aim time and dispersion is pretty bad so i try and peek a boo shots and retreat for reload. this is an old replay hopefully it helps.

 


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FromBravo2Kilo #11 Posted 24 January 2019 - 12:53 PM

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I’m currently playing the Obj 704 and about 100,000 xp from the Obj 268.  The crew isn’t the problem also.  It’s frustrating.  Greens roll and may get 2 shots off.  Reds roll and you’re lucky to get 2 shots off.  Get a match where you can fire over three and RNG will cause you to miss 1 out of 3 rounds.  Lots of corridor maps and hull down T X’s.  You don’t have the ability to switch quickly from AP/Premium to HEP.  You pray that you pen the turret roof or hatch, but it’s similar to firing a bullet out of a barrel with no rifling.  Chances are RNG are against you.  Most of my rounds fired lately have been HEP.  Early on I can pick away HP from hull down tanks.  Later depleted reds are almost always a 1 shot.  

 

If if you go through the thread R3ST has an excellent post on play style.  His post should actually be pinned on its own.



 


JAG THE GEMINI #12 Posted 24 January 2019 - 01:02 PM

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This is my 3 mark game in the object 268.

 

Imo almost flawless use of the strengthes of this turret-less td


 

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Kebabsaurus Rex #13 Posted 24 January 2019 - 01:33 PM

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View PostJAG THE GEMINI, on 24 January 2019 - 01:02 PM, said:

This is my 3 mark game in the object 268.

 

Imo almost flawless use of the strengthes of this turret-less td

 

Great game play, thanks

ForsakenArchmage #14 Posted 24 January 2019 - 02:40 PM

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View PostKebabsaurus Rex, on 24 January 2019 - 10:51 AM, said:

I am currently grinding the ISU-152 and I have never felt more like throwing in the towel with a grind than like this.

 

The gun is fine (I have the top package), crew is not a problem. The problem is how to contribute.

 

If you sit at the back you do nothing, you drive forward (too much) everyone shoots you. On so many of the maps there are few if any places to go.

 

Any advice from people who have two or three marked this? 

 

Are these best played as map denial or support tanks?

 

I looked and it's Different to my PZ.SFL. IVC but in turretless case my opinion is area denial if your team all rushes 1 side of the map (make sure you have a fallback route prepared)

Or rear support where you stay out of spotting distance behind a bounce of teammates and shoot who they get in fights with  

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pilotguy79 #15 Posted 24 January 2019 - 06:03 PM

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View PostKebabsaurus Rex, on 24 January 2019 - 10:51 AM, said:

I am currently grinding the ISU-152 and I have never felt more like throwing in the towel with a grind than like this.

 

The gun is fine (I have the top package), crew is not a problem. The problem is how to contribute.

 

If you sit at the back you do nothing, you drive forward (too much) everyone shoots you. On so many of the maps there are few if any places to go.

 

Any advice from people who have two or three marked this? 

 

Are these best played as map denial or support tanks?

Try to platoon , for turret less td. Having support is key. If not. Try keeping your distance or try to put yourself in position in a corridor which forces the enemy to attack head on. Good luck 



Cobravert #16 Posted 24 January 2019 - 07:02 PM

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Do you see this guy?

This is what you have to adopt the mindset of when playing any turret less TD.

The main issue with the Russian SU-Obj TD line is, you can't point down, and you can't prairie dog ridge lines because you WILL get penned.

But, of the SU-Obj line, the ISU-152 is by far my favorite TD (next to the SU-85B). This thing has so much ability to contribute, but at the cost of you must remain just behind the battle enough to remain invisible. If you don't have that kind of patience, this is not the tank for you. But if you have every camo crew skill, camo net, paint, gun rammer and GLD, you can be a great asset to your team. You have to know the spots on the map to cover, and where to set up shop. That's half the battle. Trying to force yourself into places the tank is exposed or are out in the open, you may as well be hold up a "Free Kill" sign. It can bounce a few shells, but not very many, and hardly ever from higher tiers. But if you do it right, you can hurt them.

 

I've won a more than a few games solo in this thing (last man against a couple reds). Trick is to hope they all come at you one at a time and are already beat up to some extent. That's where the gun rammer is absolutely needed.



cydewaze #17 Posted 24 January 2019 - 07:43 PM

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For me, I find that these casemate TDs are very map-dependent. If I end up on Ensk or Himmels, I'm not going to be able to do much. I did one-mark my Stug IIIG (by accident) and I enjoy that tank, but for some reason the Sov SU-100 isn't as easy for me to handle. I just bought the Ikea Strv, and while it's a fun change, the novelty wears off the first time you squeeze the trigger and your position is instantly announced to the entire map, and you're spotted despite sitting in a crater buried behind thick foliage with a camo net. Needless to say, I'm training the muffled shot skill as we speak. Errr, type.

 

But on maps like Northwest, Steppes, Kasserine, or Redshire, I've done really well.



Cobravert #18 Posted 24 January 2019 - 09:01 PM

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View Postcydewaze, on 24 January 2019 - 02:43 PM, said:

For me, I find that these casemate TDs are very map-dependent. If I end up on Ensk or Himmels, I'm not going to be able to do much. I did one-mark my Stug IIIG (by accident) and I enjoy that tank, but for some reason the Sov SU-100 isn't as easy for me to handle. I just bought the Ikea Strv, and while it's a fun change, the novelty wears off the first time you squeeze the trigger and your position is instantly announced to the entire map, and you're spotted despite sitting in a crater buried behind thick foliage with a camo net. Needless to say, I'm training the muffled shot skill as we speak. Errr, type.

 

But on maps like Northwest, Steppes, Kasserine, or Redshire, I've done really well.

Prok, Mali, El Alamien... any long flat sight lines are best, but getting behind hills or buildings isn't always that bad in these. You just can't let them see you, especially a higher tiered heavy or light, or you're not going to last long. The more things you can hit from range, and keeping other greens in front of you, the better.



test777777 #19 Posted 25 January 2019 - 03:40 AM

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The fixed turret snipers are strategically limited and unless well protected from the front, rely on staying out of sight and setting up from behind.

 

People go on about map awareness  but they don't tend to apply it when making effective use of the tanks behind them and other greens lines of site. The only right way is forward, to trade shots or to hold ground to get more shots and kills in before other team mates do. 

 

This of course limits some fixed turret snipers ability to be in the fight who are setup behind ready to rain death down on reds who enter their kill zone or slow vehicles who just can't get there in time to contribute and assist. It limits maximising team damage potential. The math of world of tanks suggests the more tanks hitting stuff at the same time, the more likely the victory. Some tanks don't have the flexibility of rotating turret, reasonable health pool or mobility to get their guns in the fight by pushing into the reds and face the prospect of the fight being pushed away from their guns by their team mates and constantly rushing to keep up.

When things go south for those aggressive folk up front, guess who the loudest screamers of [edited]team mates ever are?, guess what metric they will use to justify and prove that? 

That's not to say that camping is strategically sound, it's not but choosing to be aggressive when half the team are defensive and setup behind with good kill zones is just as bad.

 


 

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ThermalStone #20 Posted 25 January 2019 - 03:48 AM

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The majority of maps right now don't support a sniping play style.  If your TD has a turret or armor you can still be useful.  If you have neither, it's rough going.   

I'm not stealing kills, I'm handing out Confederate medals.

 





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