Derelictus' Equipment Guide
May 6, 2017 1:02:32 GMT
Violet Viper x, R35T NO MORE, and 5 more like this
Post by Derelictus on May 6, 2017 1:02:32 GMT
It seems like there’s a continual stream of “What Equipment should I run on X” and “What does X actually do” questions, so I figured it was worth the effort 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 % bonus to the tank's camouflage factor when the tank hull is stationary for 3 seconds. On Console the Camo net offers a flat 25% bonus to the tanks camouflage. Camouflage net is cheap and removable for free. Good for passive scouts and Ninja TD’s. The camo bonus only works when the tank stationary for more than 3 seconds, turret rotation is allowed. Not as good on many higher tier TD’s because they don’t have a good camo rating to start with, and it fills 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. Up to a max of 445m spotting range, anything over that is used to cut the camo factor of the enemy. 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 (I.E. 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 choices 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. Base accuracy 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. The percentage change in ground resistance results in a smaller percent change in actual speeds. Not recommended for any tank. Not a great piece of equipment for anything but low tier lights, and even then you generally have better choices available.
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. 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 in a tank with Food and a Crew that has Brothers in Arms.
Typical Tank Set-up:
Here are some of my favorite 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 on the move.
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, or on a tank with poor view range where Optics would be a waste.
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, Chinese and 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 a no brainer. 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 long reload (Borsig, WT-PzIV) the rammer would work nicely.
Artillery:
Gun Rammer, Gun Laying Drive, Improved Ventilation/Coated Optics/Binoculars/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/Binoculars 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.
Thanks for reading!
Derelictus
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 % bonus to the tank's camouflage factor when the tank hull is stationary for 3 seconds. On Console the Camo net offers a flat 25% bonus to the tanks camouflage. Camouflage net is cheap and removable for free. Good for passive scouts and Ninja TD’s. The camo bonus only works when the tank stationary for more than 3 seconds, turret rotation is allowed. Not as good on many higher tier TD’s because they don’t have a good camo rating to start with, and it fills 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. Up to a max of 445m spotting range, anything over that is used to cut the camo factor of the enemy. 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 (I.E. 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 choices 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. Base accuracy 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. The percentage change in ground resistance results in a smaller percent change in actual speeds. Not recommended for any tank. Not a great piece of equipment for anything but low tier lights, and even then you generally have better choices available.
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. 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 in a tank with Food and a Crew that has Brothers in Arms.
Typical Tank Set-up:
Here are some of my favorite 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 on the move.
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, or on a tank with poor view range where Optics would be a waste.
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, Chinese and 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 a no brainer. 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 long reload (Borsig, WT-PzIV) the rammer would work nicely.
Artillery:
Gun Rammer, Gun Laying Drive, Improved Ventilation/Coated Optics/Binoculars/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/Binoculars 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.
Thanks for reading!
Derelictus