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Newcomer's Guide to Equipment: What does it actually do, What should i use?

Newcomers Guide Equipment Spall Liner Vertical Stabilizer Gun Laying Drive Binoculars

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Derelictus #41 Posted 28 February 2017 - 05:32 PM

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View PostStedler, on 22 February 2017 - 07:23 PM, said:

Thanks for your time and effort putting this thing together.  I only wish I'd have visited the forums sooner as I've been playing WoT for going on 2 years now, (I'm a console monkey)  and this would have been handy to have when I was starting out. Have started changing some of my setups and can see a perceptible difference.

I've bookmarked and added to favorites so again thank you.

Glad it helped! I really need to update my old threads...



CLoKeSTa #42 Posted 07 March 2017 - 05:08 PM

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Good job on this thread, well done.

 

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RNG Tank Operations, NEVER AGAIN!


Derelictus #43 Posted 15 March 2017 - 12:32 AM

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View PostCLoKeSTa, on 07 March 2017 - 05:08 PM, said:

Good job on this thread, well done.

Thanks!



BS15 Ninja #44 Posted 17 January 2018 - 01:15 AM

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Awesome, many thanks, been playing only this game for over a year now and forever checking stuff on the web about this game, especially what equipment to have, you've opened my eyes to how i view equipment for what tank, much appreciated for this post,

Derelictus #45 Posted 31 January 2018 - 12:22 AM

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View PostBS15 Ninja, on 17 January 2018 - 01:15 AM, said:

Awesome, many thanks, been playing only this game for over a year now and forever checking stuff on the web about this game, especially what equipment to have, you've opened my eyes to how i view equipment for what tank, much appreciated for this post,

Glad I could help!

 

Every time I figure this thread has finally been laid to rest , someone wanders in and wakes the dead...



Derelictus #46 Posted 17 March 2019 - 01:33 AM

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Why did WG hide these guides when the website was rerolled?

IEnjoythissee #47 Posted 18 March 2019 - 02:15 AM

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:)

real FUGAR #48 Posted 23 March 2019 - 12:25 PM

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i thought fuel tank and ammo rack would also bolster my tankiness and decrease HP drain. i think many pieces are not well self explanatory. as with  Spall liner and double Medpack combo, anyone tried 2,5 repair kits and toolbox with track mechanic?

My eternity is longer than Yours _ Make boosters selectable consumables after battle, rather than a RNG MM wager _ The tallest ones confirm: MM is not broken, its ADVANCED

WoT WoT   oTo (put nuts and bolt logo in here) 

http://xboxdvr.com/g.../video/37825507


real FUGAR #49 Posted 23 March 2019 - 12:29 PM

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View PostDerelictus, on 27 September 2015 - 02:20 PM, said:

Most of my choices can be argued either way. Not all tanks fit the stereotypes. Some equipment is almost always a given (Vert Stab, Rammer) others are more personal preference (Optics, Vents). Are there any specific issues you have? I'm up for a discussion...

 

As for the Open Top vs Vents. It's a built in bonus. I stumbled on the information in an post on WOT Labs. I'll try to find it and reference it. I have performed hours of research on WOT, I should have taken better notes... ;)

 

so cup of tea in a convertible TD gives 20%+ ?

My eternity is longer than Yours _ Make boosters selectable consumables after battle, rather than a RNG MM wager _ The tallest ones confirm: MM is not broken, its ADVANCED

WoT WoT   oTo (put nuts and bolt logo in here) 

http://xboxdvr.com/g.../video/37825507


Gallant Prime #50 Posted 24 March 2019 - 12:37 AM

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View PostDerelictus, on 16 March 2019 - 07:33 PM, said:

Why did WG hide these guides when the website was rerolled?

 

I think these guides were moved when the forum was rerolled--about October 2017 give or take a few months.  I don't know that they have moved again, though I think the guides should be in the newcomers section.  


 


dzhey43 #51 Posted 15 May 2019 - 10:14 AM

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Equipment on PC has its own weight. So spall liner makes their tanks slower. Does it work same here on consoles?
Spoiler

Outlaw23V #52 Posted 20 May 2019 - 11:55 AM

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View PostGallant Prime, on 23 March 2019 - 07:37 PM, said:

 

I think these guides were moved when the forum was rerolled--about October 2017 give or take a few months.  I don't know that they have moved again, though I think the guides should be in the newcomers section.  

 

Completely agree. They definitely made the forum harder to use in regards to locating useful info. 

 

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Fiery_soul_ #53 Posted Yesterday, 03:10 PM

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View PostDerelictus, on 28 June 2015 - 01:11 PM, said:

It seems like there’s a continual stream of “What Equipment should I run on X” and “What does X actually do” threads, so I figured it was about time to make a basic Equipment tutorial. I hope this helps. Wiki description in Italics. Pertinent technical info and my opinion follows.



There are two types of equipment, removable equipment and complex equipment. Removable equipment can be mounted and dismounted at will with a full refund and no penalty. Complex equipment however requires 10 gold for you to remove it with a full refund. Without gold it will be destroyed.





Removable Equipment



Camouflage Net: Provides a 25% bonus to the tank's camouflage factor when the tank hull is stationary for 3 seconds. Camouflage net is cheap and removable for free. Good for passive scouts and Ninja TD’s. The camo bonus only works when stationary for more than 3 seconds. Not as good on many higher tier TD’s because they don’t have a good camo rating to start with, and it costs a valuable offensive equipment slot.


Binocular Telescope: +25% View Range when tank hull is stationary for 3 seconds. Again, recommended for Ninja Tank Destroyers and passive scouts. The 25% bonus to view range the binocular telescope gives is a quite a boost over Coated Optics that only gives 10%. The effect does not stack with Optics.


Toolbox: +25% Repair speed. A good piece of equipment for tanks where your crew does not have Repairs trained. Will allow you to repair tracks and get out of harm’s way, but should be removed once the Crew is fully skilled in repairs. 





Complex Equipment


Spall Liner: +20% (Light Spall Liner), +25% (Medium), +30% (Heavy), and +50% (Superheavy) additions to armor protection from ramming and explosions, and also the same amount of additional protection from crew death. Increases armor thickness when calculating splash damage from High Explosive (HE) shells (near misses and non-penetrating hits both from tanks and SPGs), or from collisions with other tanks. Does not affect penetrating hits from HE or other shells. Not very useful on any tank that can’t mount the Super Heavy Spall Liner (KV-5, Maus, E-100), Ramming specials (PzV/IV) or certain low tier tanks that may not have any better choices and are arty magnets (Pz38H). The bonus is applied to your armor, and as such, mitigates only about 10% of the listed protection in actual damage. There are often better choices for any tank you may be thinking of equipping this on.


Enhanced Springs: +20% to Suspension hit points, and 50% reduction in damage due to suspension damage due to impact (ie you take less damage from falling). Enhanced springs come in several variants with different names depending on which tank they are mounted on. However, they all provide the same 20% increase to suspension hit points, and 50% reduction in damage to the suspension from falling. Useful for some low tier Active scouts to prevent detracking. A tracked low tier light is a dead low tier light. Once you start to move up in the tiers this usefulness becomes overshadowed by the better equipment available to these tanks. PC players can use this to mount guns and turrets that would exceed the load capacity of stock tracks. Console monkeys, repeat after me, @#%$*&! Modules…


Wet Ammo Rack: +50% Ammo Rack hit points. Useful on some tanks with notoriously weak ammo racks, or ammo racks that are very prone to damage due to placement. (M103, Conqueror, IS-3, etc.) Can be used to bolster the ammo rack until Safe Stowage can be trained, at which point there is probably a better choice for this equipment slot.


Cyclone Filter: +50% Engine hit points. Makes the engine more durable, and less prone to damage and fire. Very situational, usually just a waste of an equipment slot. Only available on Soviet and Chinese vehicles where Gun Handling improvements and/or vision improvements are much more important.


Fill tanks with CO2: +50% Fuel Tank hit points. Complete waste of a slot. Train Firefighting and equip an extinguisher, you’ll be better off in the long run. Definitely have better uses for this slot.


Gun Rammer: 10% reduction in gun-loading time. Gun rammers increase loading speed and cause a 10% decrease to the manual hand-loading time. Rammers are highly recommended for every vehicle with a damage dealing role (i.e. everything except pure scout tanks). Highly recommended for most tanks. Could be replaced by other equipment in tanks with good DPM, but lacking in other areas. Especially tanks that reload much faster than they can aim. Cannot be equipped on Auto-Loaders.


Enhanced Gun Laying Drive: 10% Reduction in Aim-Time. An enhanced (automated) gun laying drive, or GLD, decreases the Aiming Time required to "lay" or aim the gun by -10% over the hand-cranked manual method alternative. Very beneficial for TD’s and SPG’s and many lower tier tanks that can’t fit a vertical Stabilizer. Can also be used in conjunction with a Vertical Stabilizer to further reduce the aim time on guns with over 3.0 second aim times.


Vertical Stabilizer: 20% reduction of the Accuracy Penalties. The actual accuracy rating of the gun does not change. In other words, the aiming circle starts out 20% smaller, but the size when fully aimed remains unaffected. Minimum aim circle is unaffected, but the bloom on any movement of your tank or turret is 20% smaller. Very useful on tanks with poor dispersion, and invaluable on mobile, active damage dealers. Helps with “Peek a boom” tactics and circling. The testing has been done by tankers way smarter than me, Vert Stab is almost always better than GLD. If you can mount a Vert Stab, you should.


Coated Optics: +10% View Range. Always active regardless of movement, does not stack with Binos. Very good for almost any tank, but especially useful for Active scouts, Medium tanks, Heavy tanks with good view ranges, and Assualt Gun TD’s.



Additional Grousers: -9.1% Terrain Resistance on soft ground and -4.8% Terrain Resistance on average soil. Only available on certain Tier 6 and lower German Vehicles. Not very useful, only works on soft surfaces, no benefit on many surfaces in the game.  Not recommended for any tank, there are much better choices in all instances. 


Improved Ventilation: Adds 5% to role and non-role specific skills training level percentages for all crew members. This improves most of the operating parameters of your tank, but note it will be by less than 5%. Due to how World of Tanks calculates performance based on your crew level/skills The performance boost is roughly 2-2.2%. Not available on Open topped vehicles (Open topped vehicles receive the bonus of improved ventilation without having it equipped). Best used on tanks that do not have access to a vertical stabilizer, gun rammer(some auto-loaders), and/or need increased view range. Also good for minimizing reload time if equipped with a gun rammer, and a Crew that has Brothers in Arms.





Typical Tank Set-up:



Here are some standard loadouts to use for a general tank type. These are just guidelines and are not hard and fast rules. Your playstyle and preferences may dictate different loadouts.



Low Tier Light Tank (Active Scout):

Coated Optics, Improved Ventilation/Gun Rammer, Enhanced Suspension 

Coated optics gives you better view range while moving, Enhanced Suspension will help keep you from getting tracked, Vents for Autoloaders (Pz1C), Rammer for standard guns (DPM baby)



High Tier Light Tank (Active Scout):

Coated Optics, Gun Rammer/Improved Ventilation/Vertical Stabilizer/Gun Laying Drive

Again, Coated Optics for view range while in motion. The final slots can be utilized in many different ways. Damage dealers will want rammer and Vert Stab. Autoloaders will want Vert Stab with either Vents or GLD.



Light Tank (Passive Scout):

Binocular Telescope, Camouflage Net, Improved Ventilation

Maximum view range while stationary.



Medium Tank (Scout):

Coated Optics, Vertical Stabilizer, Improved Ventilation

For active scouting in a Medium tank. Accuracy while moving is more important than sheer DPM in this case. Optics and Vents to maximize view range.



Medium Tank (Damage Dealer):

Gun Rammer, Vertical Stabilizer, Coated Optics/Improved Ventilation

My preferred setup for Mediums. Maximizes DPM and Accuracy while moving. I generally run Optics because vision is still key, but Vents could be used to buff a lackluster performer that has above average view range to begin with.



Heavy Tank (Short Aim Time):

Gun Rammer, Vertical Stabilizer/Gun Laying Drive, Coated Optics/Improved Ventilation 

If you have the ability to mount a Vert Stab, do so, GLD if you can’t. A Gun Rammer will help cut down the reload and increase your DPM. Most heavies will benefit from that increase, Churchill’s may consider foregoing the Rammer, they can shoot faster than they aim in some cases. If your tank has good view range, you may want to run Optics, if not Vents is the way to go. A T29 with Optics can see 418 meters, an IS only gets to 385 meters.



Heavy Tank (Long Aim Time):

Vertical Stabilizer/Vents, Gun Laying Drive, Gun Rammer

If your tank has a ridiculously long aim time, like the T34 or certain Soviet heavies, you may want to stack GLD and Vert Stab to bring the aim time and accuracy up to acceptable standards. If you can’t equip both then Vents is definitely a plus, any boost to accuracy and aim time is welcome.



Tank Destroyer (Assault Gun):

Gun Rammer, Coated Optics, Improved Ventilation/GLD

TD’s should be dealing out damage, as such, a Gun rammer is a necessity. An assault gun shouldn’t be parked for very long, but you still need to see your potential targets, so Optics fills slot #2. If your gun is fairly accurate, and the aim time is low Vents is the answer. If the aim time is creeping up, GLD is the way to go.



Tank Destroyer (Ninja):

Gun Rammer/Gun Laying Drive, Binocular Telescope, Camouflage Net

Poor armor and high Camo values mean staying back and sniping is the way to play, so Binos and Camo Net are no brainers. The choice of Rammer or GLD comes down to DPM or repeat accuracy. If you have a quick reload like the E-25 the GLD may be a better choice, if you have a laser cannon with a longer reload (Borsig, WT-PzIV) the rammer would work nicely.



Artillery:

Gun Rammer, Gun Laying Drive, Improved Ventilation/Coated Optics/Camo Net

Long reload and long aim times mean Gun Rammer and GLD are necessities. If you have a closed top SPG the third slot should be Vents. If you have an open top you could try a Camo net, but it won’t work very well while trying to shotgun advancing lights, or Optics so you can spot those encroaching threats a bit sooner. Not sure either choice will help you very often, but I have been outspotted and killed by Artillery in some blind tanks, so it is an option…





Hopefully this information can help someone. Remember, this is a general guide. None of this is written in stone. There are exceptions for certain tanks and playstyles. If you’re not sure about something, feel free to ask. If you think I have something wrong please offer a correction, I’m not an expert and errors do occur. If you have a better setup, or a tank specific setup, feel free to share. 

 

 

If you really need an answer to what equipment is right for any tank, feel free to ask here, or you could visit this thread here:

Are you using the best equipment for your tank?



Thanks for reading!

Derelictus

 

hey men thanks for all of this 
but i still need help as you know the type 59 tank has 2.9 sec aiming time but other stats are good for its class (not the gun depression!) so i am thinking about buying it do you think vents and gld will make it bareable ?




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