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Heavy Soviet tank IS-3. Guide for IP-3, World of Tanks

The long-awaited happened: the player has accumulated enough experience to open the tank of the eighth level from the Soviet branch of "strings". In the hands of the cherished IS-3! One of the series of the first tanks, released by the developers. Honored, many times reworked and one of the most recognizable and popular tanks in the game. What does he represent?

Characteristics

Hyde on the IS-3 tank will begin with the fact that this combat machine, unlike many of the ones presented in the game, existed in reality. The shape and layout of the tower, the details of the suspension, the location of armored plates and many other technical features laid the foundation for the subsequent development of Soviet tank design thought. This fact alone causes respect.

We pump the tank

On the stock runner you can install all modules and additional equipment, which is an undoubted advantage of the tank and facilitates its pumping. Hence, considering the IS-3, the guideline recommends the following order of study:

  • The BL-9 gun. With this gun, the player will feel himself on the battlefield not a useless piece of iron, but one of the creators of victory. Standard armor-piercing shells confidently punches almost all, heavily armored rivals in ammunition stock always have sub-caliber ammunition.
  • Tower. Gives an increase in the number of health points, speed of rotation, recharge. Reserving the forehead allows you to confidently catch ricochets from solid enemy calibers.
  • Running gear. Increases the dynamics of the tank, the speed of the turn and the overall patency.
  • Engine. The increase in power will allow the player to manage to change his position (up to the full flank change), return to the defense of his own base, support the attack of allied STs if necessary.
  • The radio. The module is not critical, so we study it last. Let it be.

Train the crew

According to the tradition of consideration of WOT IS-3 creations, the guide means that the crew has three full-fledged "perks". We arrange them in the order of study:

  • The commander is a "battle brotherhood" (gives an increase in absolutely all skills), "a jack of all trades" (partially compensates for the contusion of any of the crew members), "repair" (accelerates the repair of damaged modules during combat).
  • Gunner - "combat brotherhood", "repair", "smooth turn of the tower" (slightly reduces the circle of information and improves accuracy of shooting).
  • Mehvod - "combat brotherhood", "repair", "smooth running" (increases the accuracy of firing in motion).
  • Charging - "combat brotherhood", "repair", "contactless combat" (significantly reduces the risk of an explosion of ammunition when hit).

Optional equipment

Considering the information about IS-3, the guide should not be supplemented with recommendations regarding the installation of tank reinforcements. Slots for equipment only three. Filling of two of them is beyond doubt. This is improved ventilation and a large caliber dispenser. In the third slot, you can put either a vertical stabilizer or accelerated data drives. The choice is for the player, and he depends on his preferences in terms of combat. With a super-aggressive game, we put the first option first.

Tactics

As with most other tanks, considering the IS-3, the guide will offer two options for action depending on the set-ups of the teams:

  • Top list. We are going to "crush" the direction. Do not forget that we have a clearly expressed assault tank, and sit out in the bushes is a disastrous tactic. Aggressive tanking caterpillars. To do this, we have wonderful screens on the sides, excellent eating damage from the enemy, and a magnificent ricochet tower. Do not forget to hide NLD, because it is the most vulnerable part in the frontal projection. We actively use the clinch (except for the high opponents of type KV-5 or T32, since they gladly shoot us into the fragile roof of the tower). The main thing here is not to remain alone, that is, a pair of allies must support you during recharging and cover from boarding. If necessary, either quickly break through the direction, or "solve" ourselves and go into the enemy's rear on the opposite flank, supporting the allies. With a bad development of events, left alone, occupy a comfortable position (hide the body) and turn into an impenetrable pillbox.
  • The lower part of the team list. Do not despond! Our miracle-gun and a good armor in battle with the "dozens" is quite capable of serving a good service. We go with the main group of allied "cords" and support them: we shoot down the caterpillars, beat the sides of the deployed towers, etc. If necessary, once or twice you can be set up for an enemy shot, covering your top. In short, we fool around the enemy, than we can, and wait for the "big uncles" to sort out each other. At the end of the battle, we are going to finish off the wounded and the surviving artillery.

For all that, our tank has a feature that can not be forgotten. Speech about the structure of the body - the so-called pike nose. Possessing it, we simply have to forget about setting the rhombus as a tactical element of combat. We stand only your forehead to the enemy! On reloading we get in the way of aiming, actively playing with the body and the tower, but only with the forehead. Each dovorot corps in one direction or another is critical of the breakthrough of VLD.

The main and most dangerous rival on the level will be our fellow. However, a guide on penetrating IS-3 (and not one) will allow to understand how to solve this problem. His study will give the player the opportunity to experience the nuances of his own machine, and at the same time will get rid of the typical mistakes made by drivers of this remarkable device.

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