Post by Owl on Feb 14, 2016 23:17:10 GMT
So you can't decide between getting a TD or a heavy, well I have good news, you can have both! Yes thats right. The American tier 10 turreted tank destroyer the T110E4.
The gun is rediculous to say the least, and the fact that they let you have it on a turret is even more so.
It packs a punch with 850 damage, 3 shots gives you 2550 damage, which will kill most tier 10s, and it also has the kinda penetration that makes armor irrelevant.
295 pen with AP rounds, but if thats not enough it has 375 pen APCR, yeah thats definitely enough to pen nearly anything.
Now the downside is low RoF of 3.08 giving a measly 2618 dpm. But having bad dpm isnt the end of the world when you have a gun like that mounted in a turret on a semi-mobile chassis thats decently armored.
Accuracy is on the low side at .37 and aimtime is kinda long at 2.9
The armor here is okay, not enough to spearhead a charge but can still hang around the heavys perfectly fine. Dont expect to bounce a lot unless you are fighting low tiers, all the armor will really prevent is bad aimed snapshots from penning you.
As you can see the upperplate and most of the mantlet are really the only strong areas, some spots of the cheeks are resistant but dont expect bounces.
It is riddled with weakspots anywhere you look, lowerplace, turret ring, turret cheeks, middle of mantlet, commanders hatch.
The sides are super weak and even has a raised engine compartment thats prone to fire when hit (this doesnt happen often though)
Mobility
The T110E4 like its brother the T110E5 is rather mobile with a good engine, only problem is you have worse ground resistance and your speed is capped at 35 km/h so you will definitely go slower then the E5, but you are no slug like that E3.
Traverse is pretty okay at 26 deg/s. This is enough that heavys won't circle you but mediums and light definitely still will.
All in all the tank is pretty average except for the gun, but the tank lets you put that gun to work.
Misc stats.
Gun depression is meh at 6 degrees.
Turret can only turn 90 degrees to each side (cannot make full rotation)
Has an average 2000 health.
Has an average 400m view range.
Equipment, Crew and Consumables
Since this tank is all about the gun thats the main focus here, make it better.
For equipment I run Rammer, GLD, Vents. Make the gun shoot as fast and as accurate as possible since its kinda derpy.
Crew skills. SS, BIA, smooth ride, snapshot, clutch breaking, repairs, track mechanic, pain tolerance.
Consumables I use Large Med Kit for its passive bonus to keep commander alive. Small Repair Kit since you rarely lose modules and a Auto Fire Extinguisher to help prevent fires.
Ammo
AP: 295 Pen, 850 Damage
APCR: 375 Pen, 850 Damage
HE: 90 Pen, 1100
It holds 27 rds.
I use 12 AP, 12 APCR and 3 HE. I find I use alot of APCR in this tank because its the bunker buster, this is the gun that breaks up the armored giants holding back your team.
Playstyle.
I stick with the heavys, let them take the hits then you poke out and hit somebody for 1/3 of their health and hide again. The turret really allows you to do this effectively without receiving damage in return.
Never go anywhere alone, you will get rushed during your ~16 second reload. Always have backup.
I find the T110E4 excels when platooned with a heavy tank, they bounce the enemys shot then you poke out and ruin the opfors day. You do not have the accuracy to sit back and snipe so always try to stay within 200-300m of the enemys you are shooting.
Summary
If you want a tank that can stick with the heavys but hit as hard as a TD this is the tank for you.
Extremely flexible and can do good on any map.
The gun is rediculous to say the least, and the fact that they let you have it on a turret is even more so.
It packs a punch with 850 damage, 3 shots gives you 2550 damage, which will kill most tier 10s, and it also has the kinda penetration that makes armor irrelevant.
295 pen with AP rounds, but if thats not enough it has 375 pen APCR, yeah thats definitely enough to pen nearly anything.
Now the downside is low RoF of 3.08 giving a measly 2618 dpm. But having bad dpm isnt the end of the world when you have a gun like that mounted in a turret on a semi-mobile chassis thats decently armored.
Accuracy is on the low side at .37 and aimtime is kinda long at 2.9
The armor here is okay, not enough to spearhead a charge but can still hang around the heavys perfectly fine. Dont expect to bounce a lot unless you are fighting low tiers, all the armor will really prevent is bad aimed snapshots from penning you.
As you can see the upperplate and most of the mantlet are really the only strong areas, some spots of the cheeks are resistant but dont expect bounces.
It is riddled with weakspots anywhere you look, lowerplace, turret ring, turret cheeks, middle of mantlet, commanders hatch.
The sides are super weak and even has a raised engine compartment thats prone to fire when hit (this doesnt happen often though)
Mobility
The T110E4 like its brother the T110E5 is rather mobile with a good engine, only problem is you have worse ground resistance and your speed is capped at 35 km/h so you will definitely go slower then the E5, but you are no slug like that E3.
Traverse is pretty okay at 26 deg/s. This is enough that heavys won't circle you but mediums and light definitely still will.
All in all the tank is pretty average except for the gun, but the tank lets you put that gun to work.
Misc stats.
Gun depression is meh at 6 degrees.
Turret can only turn 90 degrees to each side (cannot make full rotation)
Has an average 2000 health.
Has an average 400m view range.
Equipment, Crew and Consumables
Since this tank is all about the gun thats the main focus here, make it better.
For equipment I run Rammer, GLD, Vents. Make the gun shoot as fast and as accurate as possible since its kinda derpy.
Crew skills. SS, BIA, smooth ride, snapshot, clutch breaking, repairs, track mechanic, pain tolerance.
Consumables I use Large Med Kit for its passive bonus to keep commander alive. Small Repair Kit since you rarely lose modules and a Auto Fire Extinguisher to help prevent fires.
Ammo
AP: 295 Pen, 850 Damage
APCR: 375 Pen, 850 Damage
HE: 90 Pen, 1100
It holds 27 rds.
I use 12 AP, 12 APCR and 3 HE. I find I use alot of APCR in this tank because its the bunker buster, this is the gun that breaks up the armored giants holding back your team.
Playstyle.
I stick with the heavys, let them take the hits then you poke out and hit somebody for 1/3 of their health and hide again. The turret really allows you to do this effectively without receiving damage in return.
Never go anywhere alone, you will get rushed during your ~16 second reload. Always have backup.
I find the T110E4 excels when platooned with a heavy tank, they bounce the enemys shot then you poke out and ruin the opfors day. You do not have the accuracy to sit back and snipe so always try to stay within 200-300m of the enemys you are shooting.
Summary
If you want a tank that can stick with the heavys but hit as hard as a TD this is the tank for you.
Extremely flexible and can do good on any map.