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T-62A

T-62A T-62 Object 165

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Poll: T-62A (623 members have cast votes)

You have to complete 250 battles in order to participate this poll.

What equipment do you use on the T-62A?

  1. Cyclone Filter (11 votes [0.59%])

    Percentage of vote: 0.59%

  2. Enhanced Gun Laying Drive (104 votes [5.59%])

    Percentage of vote: 5.59%

  3. Vertical Stabilizer Mk.1 (477 votes [25.63%])

    Percentage of vote: 25.63%

  4. Coated Optics (209 votes [11.23%])

    Percentage of vote: 11.23%

  5. Fill Tanks with CO2 (13 votes [0.70%])

    Percentage of vote: 0.70%

  6. Medium Caliber Tank Gun Rammer (518 votes [27.83%])

    Percentage of vote: 27.83%

  7. "Wet" Ammo Rack Class 1 (12 votes [0.64%])

    Percentage of vote: 0.64%

  8. Improved Ventilation Class 2 (437 votes [23.48%])

    Percentage of vote: 23.48%

  9. Medium Spall Liner (9 votes [0.48%])

    Percentage of vote: 0.48%

  10. Enh. Torsion Bars 3t Class (6 votes [0.32%])

    Percentage of vote: 0.32%

  11. Toolbox (14 votes [0.75%])

    Percentage of vote: 0.75%

  12. Binocular Teslescope (31 votes [1.67%])

    Percentage of vote: 1.67%

  13. Camouflage Net (20 votes [1.07%])

    Percentage of vote: 1.07%

What consumables do you use on the T-62A?

  1. Extra Combat Rations (52 votes [2.81%])

    Percentage of vote: 2.81%

  2. Automatic Fire Extinguishers (209 votes [11.31%])

    Percentage of vote: 11.31%

  3. Large First Aid Kit (75 votes [4.06%])

    Percentage of vote: 4.06%

  4. Large Repair Kit (91 votes [4.92%])

    Percentage of vote: 4.92%

  5. Removed Speed Governor (27 votes [1.46%])

    Percentage of vote: 1.46%

  6. Lend-Lease Oil (16 votes [0.87%])

    Percentage of vote: 0.87%

  7. Small First Aid Kit (518 votes [28.03%])

    Percentage of vote: 28.03%

  8. Small Repair Kit (517 votes [27.98%])

    Percentage of vote: 27.98%

  9. Manual Fire Extinguishers (343 votes [18.56%])

    Percentage of vote: 18.56%

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Charcharo #1 Posted 01 November 2012 - 06:25 PM

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Hello and welcome to the Tier 10 Soviet medium cockroach UFO pancake thing, the T-62A! A machine that is somewhat different from its T9 ancestor with elements of German and even French tanks thrown into the good old Soviet mix.
Previous tank: T-54

 

Tank specs:
Posted Image
Upgrade tree:
Posted Image
Overview:
The T-62A is one of the Tier 10 vehicles that come fully elite and does not have upgrades. This means that the only way to push the vehicle past its stated stats will be the usage of crew skills, consumables and equipment.
The T-62A is slightly bigger than the T-54, which does make it a little easier to hit than its predecessor, but it is still a relatively small machine. Turret has been moved just a little bit more to the front of the tank, which can prove useful in peek-a-boo situations, but does make it a little easier for artillery to hit the weak rear engine compartment of the vehicle. It is still quite packed with modules and crewmen so they can get damaged relatively easily as soon as something penetrates the damned thing. This means that it frequently has fire problems, but thankfully, it seems that the ammo rack is tougher this time and is not likely for the UFO to be ammo racked.
Armour on the T-62A is not really good. The turret is quite good, with nice amounts of armour and good slopes akin to an UFO. It is all in all, tougher than the T-54 turret. Hull armour on the other hand is quite a bit worse than on the T-54. It gives about 180mm of protection and that is definitely not enough at T10. If the frontal armour is well sloped it may bounce some powerful shot and angling it at long range might prove effective against guns with about 200-220 penetration.
Mobility is good. Its top speed is decent, 50km/h, but worse than the 56 on the T-54 and Object 140. The engine is relatively weak, but incredible ground passability values and excellent traverse ensures that it can move quite well on most terrain types. Even so, its ability to climb steep hills is not all that good. The gun on the other hand is excellent. True, its damage per shot is not that good at only 320, but its RoF and DPM makes up for it. It can keep most enemies permanently tracked, which is very useful, especially when fighting around corners. Another use is finishing off damaged enemies quickly or try to out DPM the enemy if need be, which is quite possible with almost 3 thousand damage per minute. Accuracy may not be as awesome as the E-50M gun, but is still very good, with good aim time and great accuracy on the move and very good penetration. Only real problem with this gun is the gun depression, which like on almost all Soviet medium tanks, is fairly bad.
Overall, the T-62A is quite different to the T-54. It does not have the armour to feel very protected from lower tier tanks, at least not on the hull. It also does not stand out with amazing speed, and despite its good acceleration, going up hills is not very efficient. It does have one mean gun, is still relatively small and with good camouflage and a very good turret. It can efficiently fight very big vehicle like the Maus or E-75 when using the turret side-hug tactic because they usually cant depress their guns enough to hit it. It can brawl well and wolfpack with other medium tanks effectively. With this gun it can also be a good fast sniper tank, but it has lost some (not all though) of its ability to bully smaller vehicles and race very quickly to important positions like the T-44 and T-54.
*The T-62A never saw combat. No historical battles :( . *
*Being a tier 10 Medium tank gives it the ability to fight in Company battles and Clan Wars Special Stages*

Price: 6 100 000

Camouflage: Good
Gun Elevation: -5°/+17°
Pros:
- Outstanding DPM, aim time, accuracy on the move and RoF.
- Good agility and turret traverse+ pivot turn.
- Great turret armour.
- Relatively small and with good camo.
Cons:
- Hull armour is quite weak.
- Lacks in top speed and acceleration/hill climbing.
- Gun depression is not good.
- Relatively frequent module damage.

WarGaming Guide Park Review:


Designation:
1.Warrior 2. Medium Support Tank 3.Brawler 4. Sniper 5.Flanker
The T-62A can be an excellent wolf pack tank and is a great brawler and spotter.
Direct Engagement T-62A: Ramer; Vertical Stabilizer; Ventilation
Scouting Medium T-62A: Coated Optics; Ramer; Ventilation/ Camouflage Net
Crew:
1. Commander (also a radioman) Posted Image
2. Gunner Posted Image
3. Driver Posted Image
4. Loader Posted Image
Crew skills (only an example, up to 4th skill):

Spoiler
Modules:
Hull:Armor scheme currently in use:
Spoiler

102/75/40
Hull armour is unimpressive, unlike the T-54. It can protect relatively (might still get penned if unlucky) well from about 172mm of AP penetration and 204mm HEAT penetration. Side and rear are obviously very easy to penetrate. It is overall weaker then the T-54's and 121's hull. Its also slightly weaker then Object 140's hull.
Suspension:
Type T-62 / Max.capacity 39.80 / Turn speed 56 deg per sec.
Turning speed is very good. This suspension allows pivot turning, something which is unique in the soviet medium line. Has insane ground passability values, probably put by WG in order to balance out the weak engine.
Engine:
V-55 / 580 horse power / 10% chance of fire
Engine is not good for a T10 medium tank. The horse power per ton ratio is far from satisfying. The only reason the vehicle is moving as well as it does is thanks to absurdly good ground passability values. The T-62A accelerates quickly to 40km/h, but after that it does not do well. It does keep its speed though, but cant climb hills as well as the T-54.
Radio:
R-123SCR 528 - 850meters
The T10 radio with the highest range in the game.
Turrets:
Mod. 1959Armor: 240/161/65
Rotation: 48 degrees/second
View range: 400m
Turret is actually quite tough. The most powerful cannons in the game with 246+ penetration can penetrate it frontally, but only if the T-62A is standing still and at close range. Its top is a lot tougher than the T-54 turret and is not really a weak spot to taller tanks. Its side is sloped too, which can help it bounce if shot at from a large distance but it is not all that great up close. Rear is obviously paper, though vehicles with less than 200 penetration should do their best to hit it where it is not too sloped.
Guns:
100mm U-8TS
RoF: 9,09
Penetration: 264/350/53
Average damage: 320/320/420
Accuracy (100m): 0,34
Aim time: 2 sec
This is an extremely impressive gun. True, its damage per shot is relatively low, but its very high rate of fire and DPM do seem to give it some interesting uses. It can actually keep some vehicles perma-tracked when fighting around corners. Its DPM might need a few shots to finally equalize with some of the more damaging guns, but it can decimate targets under continued fire or finish off wounded enemies quite well. The U-8TS's accuracy and aim time are also quite good, and so is it's accuracy on the move.
Premium ammo is HEAT which does not get the normalization bonus that APCR gets, but does not lose penetration with distance. With 330 penetration, it can shoot most vehicles and be quite certain of penetration, but there are still some things that should be avoided, like the E-100's upper plate and the IS-4's turret.
 

Comparison with its peers:

T-62A vs Object 140
Both vehicles are very similar, though there are a few differences. Hull armour on the Obj. 140 is slightly better due to its higher slope, though its turret is a little more vulnerable than the T-62A's turret (bigger weak spots). The Object 140 is slightly faster and climbs slightly better, though it does not turn as quickly. Its gun is just slightly worse then the T-62A's gun and it has a little less health points but it has slightly better gun depression and is also somewhat smaller.
T-62A vs Object 430
The 430 has better hull armour, though it has a few zones that are almost auto pen for tier 8-10 vehicles. The T-62A does have much better turret armour and a noticeably better gun (aim time, accuracy and soft stats).

T-62A vs Object 907
The 907 has a lot better hull armor.
T-62A vs 121
121 has superior hull armour and higher damager per shot. It is less maneuverable then than the Soviet vehicle, has a slightly more vulnerable turret and worse gun depression and elevation.
T-62A vs FV4202
The Soviet vehicle has higher DPM, a tougher turret and is faster. The FV though has better hull armour, better depression and better alpha damage. It also climbs hills a little better.
T-62A vs E-50M
The E-50M has much better upper hull armour, though its lower hull is slightly weaker then the T-62A's lower/upper plates and is a bigger target. T-62A's turret is noticably tougher. E-50M is faster, with a higher top speed and better climbing rate, but its maneuverability is inferior in tight quarters when compared to the T-62A with its great traverse and smaller size. And E-50M can ram the living daylights out of a T-62A if it has to, but its DPM is lower, which is thankfully somewhat compensated with better damage per shot and accuracy.
T-62A vs Batchat
T-62 does have better a lot better armour than the batchat. It also has greater DPM, RoF and is more accurate, but loses out in damage per shot, does not use a clip like the Bchat and is not as fast.
T-62A vs M48A1
T-62A has a slightly weaker hull (though lower frontal hull is weaker than on the T-62A) but a tougher turret than the US vehicle. The Patton does have better view range, gun depression, damage per shot and accuracy on the move but it loses out in camouflage, top speed and DPM.
Historical T-62A

By the late 1950s, Soviet commanders realized that the T-55's 100 mm gun was incapable of penetrating the frontal armor of newer Western tanks like the Centurion and M48 Patton with standard armor-piercing shells. While 100 mm HEAT ammo could have accomplished the task, they were considerably more expensive and required more training of tank crews for proper use. It was decided to up-gun the T-55 with a 115 mm smoothbore cannon, capable of firing APFSDS rounds. Experimental trials showed that the T-55 was inherently unsuited to mount the larger new cannon, and work therefore began on a new tank. The bigger gun required a bigger turret and turret ring to absorb the higher recoil. This in turn necessitated a larger hull, as the T-55 hull was simply too small to accept the new turret. The T-62 thus took shape, marking an evolutionary improvement upon the T-55.The T-62 has a typical tank layout: driver's compartment at the front, fighting compartment in the center and engine compartment in the rear. The four-man crew consists of the commander, driver, gunner and loader. Although the T-62 is very similar to the T-55 and makes use of many of the same parts, there are some differences. Those include the hull, which is a few centimeters longer and wider, the different road wheels, and differences in characteristic uneven gaps between roadwheels Unlike the T-54 and T-55 main battle tanks, the gaps between the last three pairs of roadwheels are larger than the rest. Do take note that this is the T-62A, not the real T-62. It does not use the iconic 115mm of the T-62, but a heavily modified D10T 100mm gun with better accuracy and penetration, made to rival the NATO 105mm L7 gun. The rest of the tank is mostly a T-62 though.
Historical inaccuracies:
- Historical gun depression on T-62A (Object 165) was -7/+16
 

Object 140 vs T-62A:
Currently, both vehicles are VERY similar. Their differences can be seen in the "Comparison with peers" section of this review. That is great, but how do these small differences translate into gameplay?
Well, for starters, the 140 is a slightly better hill fighter and is also capable of taking positions a tad faster then the T-62A. Its better hull armour is barely a factor really though so is the health advantage for the T-62A.
The T-62A though, with its better traverse speeds and less vulnerable turret armour seems to be better suited to close range fighting, even if it is a slightly larger machine.

Wiki page: http://wiki.wargaming.net/en/Tank:T62A

WoT Armoury report: http://wotarmory.com...aine-the-t-62a/


Edited by Charcharo, 18 September 2014 - 02:30 PM.


Masmix #2 Posted 01 November 2012 - 06:50 PM

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View PostCharcharo, on 01 November 2012 - 06:25 PM, said:

100mm D-54TS
RoF: 9,09
Penetration: 264/350/53
Average damage: 320/320/420
Accuracy (100m): 0,3
Aim time: 2 sec
This gun has got 0.34 accuracy ,not 0.3 , btw. great job +

Charcharo #3 Posted 01 November 2012 - 06:56 PM

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View PostMasmix, on 01 November 2012 - 06:50 PM, said:

This gun has got 0.34 accuracy ,not 0.3 , btw. great job +
Fixed. Also, thank you.

Legault #4 Posted 01 November 2012 - 08:15 PM

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Stowage*, and under designation you say "E-50M".


Also, the skill order is bad... simply because your crew doesn't need to research repair all at once, and this is one tank that cannot do well without high repair skills, because the repair time on this tank is absurd and the health on the tracks is pathetic. The first 2 skills on this tank are definitely BiA (for camo/dpm/mobility bonus mostly) and repair, the only exception being 6th sense on the commander. Afterwards, Safe stowage, Preventative maintenance/Smooth Ride and Snapshot are all good skills, as well as camo.

PRO_MEMBER #5 Posted 02 November 2012 - 09:32 AM

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BIA and repair, but no cammo skill. You definitely do not know what this tank is about lol.

Charcharo #6 Posted 04 November 2012 - 04:14 PM

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View Postarbenowskee, on 02 November 2012 - 09:32 AM, said:

BIA and repair, but no cammo skill. You definitely do not know what this tank is about lol.

That is why these are suggested skills. They are only an example. I dont play this vehicle in a way that might make camouflage useful :P .

View PostLegault, on 01 November 2012 - 08:15 PM, said:

Stowage*, and under designation you say "E-50M".

Also, the skill order is bad... simply because your crew doesn't need to research repair all at once, and this is one tank that cannot do well without high repair skills, because the repair time on this tank is absurd and the health on the tracks is pathetic. The first 2 skills on this tank are definitely BiA (for camo/dpm/mobility bonus mostly) and repair, the only exception being 6th sense on the commander. Afterwards, Safe stowage, Preventative maintenance/Smooth Ride and Snapshot are all good skills, as well as camo.
That is why I usually start with repair and then change it. I thoughy I had written it :P. Seems like I need to think of a better way to expalin that.

As for the balance suggestions, I actually think they are good. Do tell why you think such changes wont change it? Currently T-62A is slower in top speed than T-54 and climbs slower.

Legault #7 Posted 05 November 2012 - 12:39 AM

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View PostCharcharo, on 04 November 2012 - 04:14 PM, said:


That is why these are suggested skills. They are only an example. I dont play this vehicle in a way that might make camouflage useful :P .


That is why I usually start with repair and then change it. I thoughy I had written it :P. Seems like I need to think of a better way to expalin that.
You wrote that you always keep repair as your current skill... which implies that it's rarely 100%'d which is awful. Especially if you favor skills like Snapshot which are worthless compared to repair and camo. Both of those augment your survivability and role quite well, while skills like Snapshot and Smooth Ride do nothing but a minor accuracy boost for shooting on the move.

Other than that, skills like controlled impact aren't even worth mentioning. You lose badly ramming anything that isn't a bad batchat player. And you shouldn't be getting rammed either with that RoF... wasting a  0 damage shot to track someone charging at you is a much better option than letting them crash into you. Controlled impact does nothing to change this.

SastusBulbas #8 Posted 05 November 2012 - 02:53 AM

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I run my T62A with Optics, Rammer, Vents at the moment.

Commander; 6th Sense, Camo, Repair.
Gunner; Snap Shot, Camo, Repair.
Driver; Smooth Ride, Camo, Repair.
Loader; Safe Stowage, Camo, Repair.

I had BIA, but recently replaced that with camo, due to the way this tank is usually used in clan wars. will get BIA again when repair is at 100%. Once I am around 30%+ into 4th skill I may swap BIA around with Repair.

lonigus #9 Posted 06 November 2012 - 03:06 PM

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No CAMO on the T62A? Add it as a second option in the CREW skills asap!

Mine are:

Commander; 6th Sense, Camo, BIA, Repair.
Gunner; Snap Shot, Camo, BIA, Repair.
Driver; Smooth Ride, Camo, Clutch Braking, Repair.
Loader; Safe Stowage, Camo, BIA,  Repair.

Currently balancing at 2100 eff rating with that tank and 460ish games.

Its actually a Russian BatChat. :P. 5.56 RoF and paper thin armor. Dont even think faceshooting with anyone You meet since even A VK2801 can derp You from front.  It is best at where the BatChat fails and mostly needs it. The track traverse speed and ground resistance with shooting on the move. Also the turret rotation is among the best of all tanks if not the best among them all which is also esential while doing the circle of death.

Charcharo #10 Posted 07 November 2012 - 08:58 AM

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Ohh shit it took me this long to see I have put Controlled Impact... Sorry for that. Also added your cammo suggestion :P . I never use it, but if you people really do good with it, then it must be worth it.

PRO_MEMBER #11 Posted 07 November 2012 - 10:53 AM

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View Postlonigus, on 06 November 2012 - 03:06 PM, said:

No CAMO on the T62A? Add it as a second option in the CREW skills asap!

Mine are:

Commander; 6th Sense, Camo, BIA, Repair.
Gunner; Snap Shot, Camo, BIA, Repair.
Driver; Smooth Ride, Camo, Clutch Braking, Repair.
Loader; Safe Stowage, Camo, BIA,  Repair.

Currently balancing at 2100 eff rating with that tank and 460ish games.

erm, you do know, that you need to train BIA on ALL crew members in order to have effect? :D

radioactive1995 #12 Posted 11 November 2012 - 11:52 PM

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My equipments on t-62a are:

Vertical Stabilizer Mk.1 : Because then you are not going to have so big problems to hit your enemy from 100-200m while you are driving.

Coated Optics : I have a great combination; commander skill recon + coated optics + 400m view range t-62a = 460m. My enemy can call me for a ghost, because they never can understand how they every time get scouted and damaged without they see me. :Smile-tongue:  It is a bit ironic, but you get my point.

Medium Caliber Tank Gun Rammer : Everyone use rammer on his tank, its obvious why, specialy on this tank; amazing DPM.

Crew skills:
Commander : Recon, Jack of all trades, Sixth Sense
Gunner : Snap shoot, Deadeye, camouflage
Driver : Smooth ride, Off-road drivecamouflage
Loader : Adrenaline Rush, Relaying, camouflage

If you ask me why in hell I have Jack of all trades and Relaying, the answer is I have no idea. Specially for my loader with a relaying radio operator skill I can't use. I'm a dumbass :facepalmic:

tomatojim #13 Posted 12 November 2012 - 01:53 PM

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View Postradioactive1995, on 11 November 2012 - 11:52 PM, said:

My equipments on t-62a are:

Vertical Stabilizer Mk.1 : Because then you are not going to have so big problems to hit your enemy from 100-200m while you are driving.

Coated Optics : I have a great combination; commander skill recon + coated optics + 400m view range t-62a = 460m. My enemy can call me for a ghost, because they never can understand how they every time get scouted and damaged without they see me. :Smile-tongue:  It is a bit ironic, but you get my point.

Medium Caliber Tank Gun Rammer : Everyone use rammer on his tank, its obvious why, specialy on this tank; amazing DPM.

Crew skills:
Commander : Recon, Jack of all trades, Sixth Sense
Gunner : Snap shoot, Deadeye, camouflage
Driver : Smooth ride, Off-road drive camouflage
Loader : Adrenaline Rush, Relaying, camouflage

If you ask me why in hell I have Jack of all trades and Relaying, the answer is I have no idea. Specially for my loader with a relaying radio operator skill I can't use. I'm a dumbass :facepalmic:

why don't you just reset skills, at least for credits? You'll lose some XP on both, but it's better than having useless skills.

Mr_Burrows #14 Posted 13 November 2012 - 12:25 PM

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View Postarbenowskee, on 07 November 2012 - 10:53 AM, said:

erm, you do know, that you need to train BIA on ALL crew members in order to have effect? :D


This is a point that so many seems to overlook. So I repeat it; to get BIA to work, ALL crew members have to be 100 % trained. Before that, BIA is just a waste of a slot.

Kvasnikov #15 Posted 14 November 2012 - 02:21 PM

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Many people seems to choose recon skill for commander eventhough situational awarness in radio man's skill give more boost to view range o.O

PaddyOricK #16 Posted 14 November 2012 - 09:01 PM

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What Perk is more useful on T-62A, SAVE STOWAGE or ADRENALINE RUSH? Any suggestions?

Legault #17 Posted 15 November 2012 - 01:07 PM

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View PostKvasnikov, on 14 November 2012 - 02:21 PM, said:

Many people seems to choose recon skill for commander eventhough situational awarness in radio man's skill give more boost to view range o.O
Because the T-62A scope gets shot every other match you try to hull down or facehug. 1% range is meaningless, where the Recon skill improves view range on damaged equipment. Though I personally think both of them suck. BiA/Sixth Sense/Repairs/Camo are all more important; and by the time you max 4 skills you'll have a good idea of what else to get.

View PostPaddyOricK, on 14 November 2012 - 09:01 PM, said:

What Perk is more useful on T-62A, SAVE STOWAGE or ADRENALINE RUSH? Any suggestions?
Safe Stowage is almost a must in my opinion, the T-62A can get oneshot by 150mm and higher guns thanks to ammorack explosion. Even if it's rare, I personally don't care to roll the dice everytime a 150mm shell enters my side hull.

View PostPopovic123, on 14 November 2012 - 10:04 PM, said:

IMO (and take note that I don`t have the tank, this is more of an assumption), none of them.
For the loader, I`d rather get all three of the basic skills (Repairs, Camo, Firefighting), BiA (if you are training it on the rest of the crew), and Situational Awareness before I would consider one of those perks.

Why? The reason is simple.
From what I read here, T-62 is less prone to ammo rack damage then most Soviet mediums, so that perk is very situational, and it is not very likely to be of actual use.
Same goes for Adrenaline Rush, although to a lesser extent. But, remember: you have to have less then 195 health points for that perk to work. How many times did that happen to you? I can`t remember the last time I was in that situation with my T-54...
The T-62A is less prone to being oneshot because it has more ammorack health than it's predecessors, but safe stowage is definitely worth getting.


In my opinion, BiA/Safe Stowage > Camo/Repairs > Adrenaline Rush > rest.

PaddyOricK #18 Posted 16 November 2012 - 11:50 AM

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Two different opinions   :Smile_sceptic:  Now I really got no idea what to do  :Smile_mellow:

tomatojim #19 Posted 17 November 2012 - 02:03 PM

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I don't own a T62A, but generally I don't think much of Adrenaline Rush, I would go with Safe Stowage if I had to pick between those two.

Legault #20 Posted 17 November 2012 - 07:32 PM

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    10-11-2010
It's rather easy to me... Safe Stowage is always there to cover your ammo rack being hit, either from a oneshot or possibly from being damaged. Adrenaline Rush is a skill that kicks in only rarely (1-196 health) when you're most likely going to die anyway due to everyone being able to penetrate (or splash w/ arty) you and take out a huge threat (Because you do 3.5k dpm even without AR).


Just consider how often you get to sit in the 2nd line of battle with <200 hp without being targetted. Being able to utilize your DPM in general is hard, there's very few scenario's where you can sit and shoot even 5 times in a row.




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