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Batchat clicker Equipment + Skills


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WindSplitter1 #1 Posted 17 July 2018 - 08:40 PM

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Equipment

Rammer and Vents are incompatible with this SPG and GLD is always a given in any SPG.

But question remains, what equipment should I use on the other slots?

 

Skills

BiA + Smooth Ride + 6S + Snapshot

Prolly Off-road Driving and clutch breaking for extra mobility

 

Is camo worth it? It's pretty large...

 

Ideas?



malaquey #2 Posted 17 July 2018 - 08:44 PM

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Sell it.

 

it will have 100% camo after you do so. completely invisible.



WindSplitter1 #3 Posted 17 July 2018 - 08:57 PM

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View Postmalaquey, on 17 July 2018 - 07:44 PM, said:

Sell it.

 

it will have 100% camo after you do so. completely invisible.

 

Please do enlighten me: How do I sell something I don't even have? 3/10 Most arty haters bother to check player stats, no "thanks for your effort" award.

 

Does anyone else have something constructive to add? Thank you in advance.



CmdRatScabies #4 Posted 17 July 2018 - 08:58 PM

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Wetsuit + snorkel?

Suurpolskija #5 Posted 17 July 2018 - 09:40 PM

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Spall liner thingy and binocs? Or camonet + binocs? 

I use that spall liner to reduce the dmg you occasionally get from counter battery. 

WindSplitter1 #6 Posted 17 July 2018 - 09:49 PM

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View PostSuurpolskija, on 17 July 2018 - 08:40 PM, said:

Spall liner thingy and binocs? Or camonet + binocs? 

I use that spall liner to reduce the dmg you occasionally get from counter battery. 

 

Well that's a first. I hadn't thought about it. :)

 

Thank you.



ArgentHellion #7 Posted 17 July 2018 - 10:01 PM

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Ignore the haters.

 

My first priority is to get the mandatory set of skills: 6th sense for being spotted, preventative

maintenance and safe stowage to help survive that first hit, off-road driving for a better getaway.

Second wave of skills is for Brothers in Arms for extra bit of accuracy, then comes the Camo.

After that it's down to repairs and maybe firefighting. With female crewmembers I assign Mentor

to them (considering they come with BiA), in order to speed up the rest of the crew a bit.

 

As far as equipment goes, camo net and enhanced hun laying drive are essential for me,

as for the third slot, that's a toss-up between the vents if it's a closed-off SPG and the

rammer if it's an opened-type SPG. The only exception will be tier10 French SPG since,

at least to my knowledge, it's the only SPG not able to mount a rammer, so that one will

definitely get the vents.

 

PS EDIT: Spall liner is not worth the effort in my oppinion, especially on higher tiers. Play

smart rather than hard and relocate as soon as you fire off your shot, ESPECIALLY at the

start of the game or at the near-end.

 

 


Edited by ArgentHellion, 17 July 2018 - 10:03 PM.


psychobear #8 Posted 17 July 2018 - 10:05 PM

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View PostWindSplitter1, on 17 July 2018 - 09:57 PM, said:

Does anyone else have something constructive to add? Thank you in advance.

 

Yep. How about post this thread in the appropriate forum section?



Homer_J #9 Posted 17 July 2018 - 10:08 PM

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Spall liner?

 

Is a whatever percent increase on next to nothing actually worth it?



PervyPastryPuffer #10 Posted 17 July 2018 - 10:17 PM

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GLD, camo net, optics or binos.

 

BiA first on all crew, then 6th sense on commander and camo on the others, after that give the driver clutch braking and get camo on commander. You can try using Designated Target on the gunner as the 2nd skill, (then camo as 3rd) it increases the time a tank is spotted by 2 seconds if you aim at it and can be upgraded to 4 seconds with a directive.

 

Might as well get camo on your arty no matter which arty it is, every little helps for that ambush attack by the light tanks, better to spot them before they spot you amirite?

 

If you're wondering about consumables, medkit, better fuel (if applicable) and food.



__SLICK__ #11 Posted 17 July 2018 - 10:18 PM

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GLD + spall liner + camo net

 

Commander BIA + 6th sense + Camo + repiars

Gunner BIA + snapshot + Camo + repairs

Driver BIA + offroad + Clutch Braking + Camo + repairs

Loader BIA + camo + repairs

Loader BIA + camo + repairs

 

GLD for obvious reaons, spall liner for counter splashes, camo net for camo of course. Binos not worth it due to such low view range already (it won't help you in tier 10)

Skills i mention are the only ones worth it and in that order.

Camo after 6th sense on Commander (view range skills won't help you in high tiers with 280 base)

Snapshot gives faster aim on gunner.

Get offroad on Driver before clutch braking as it gives you a clutch braking bonus anyway with the improved ground resistance.

Loaders perks are useless as you are pretty much a 1 or 2 shot anyway once you are spotted which should only be end-game anyway.



It's also the worst tier 10 arty now since it got nerfed badly.
 

Suurpolskija #12 Posted 17 July 2018 - 10:26 PM

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View PostHomer_J, on 17 July 2018 - 11:08 PM, said:

Spall liner?

 

Is a whatever percent increase on next to nothing actually worth it?

 

Well, for a low HP vehicle it might be a case of life and death. We're talking about splashes here anyway, not direct hits since those will likely take you out anyway. 

So for a tank that can't use rammer, the choice really is GLD + two of the following Camo, binos or spall liner. All of those might occasionally save your bacon. 

Homer_J #13 Posted 17 July 2018 - 10:45 PM

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View PostSuurpolskija, on 17 July 2018 - 10:26 PM, said:

 

We're talking about splashes here anyway,

 

So one or two HP difference if that?

 

Might be better with the enhanced torsion bars for the extra track hitpoints, might stop you getting tracked.


Edited by Homer_J, 17 July 2018 - 10:58 PM.


Dava_117 #14 Posted 17 July 2018 - 10:56 PM

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View PostHomer_J, on 17 July 2018 - 10:45 PM, said:

 

So one or two HP difference if that?

 

4 at most considering it can mount the medium spall liner for a 25% bonus on a maximum armour of 16mm!

Not worth the weight addition IMO...

 

Edit

On topic I would suggest GLD+Binocs+Toolbox

Binocs to get an half decent VR (consider you got a turret so the hull is quite frequenty stationary. End game can allow you to spot an HT while hidden in bushes) and toolbox to repair track and other modul faster. Maybe a life saver IMO.


Edited by Dava_117, 17 July 2018 - 11:00 PM.


speedphlux #15 Posted 17 July 2018 - 10:57 PM

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I usually don't take Camo on Arties, unless there are no better skills/perks to learn. I start up the training straight up from BIA. Sixth Sense isn't as "must-have" skill, so I pick it as second. And after that my Commander gets Recon or Situational Awareness if he is also a Radio Operator. Gunner goes for Snap Shot as 2nd skill and after that Camo. Driver usually takes Clutch Breaking as 2nd skill, but I wouldn't take that on a "turreted" SPG, so Off-Road makes more sense. Maybe 3rd skill Clutch Breaking ? Radio Operator gets Situational Awareness as 2nd skill and after that it's just whatever you fancy clicking. On Loaders I go for Intuition, specially if there are two of them. Then one picks Safe Stowage and the other one picks up Adrenaline Rush. After the perks - go with whatever.

Homer_J #16 Posted 17 July 2018 - 11:02 PM

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View Postspeedphlux, on 17 July 2018 - 10:57 PM, said:

 On Loaders I go for Intuition,

 

With no AP option any more I don't see any point.  Would you really take the risk of a full reload for 1m more splash?

Dava_117 #17 Posted 17 July 2018 - 11:02 PM

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View Postspeedphlux, on 17 July 2018 - 10:57 PM, said:

I usually don't take Camo on Arties, unless there are no better skills/perks to learn. I start up the training straight up from BIA. Sixth Sense isn't as "must-have" skill, so I pick it as second. And after that my Commander gets Recon or Situational Awareness if he is also a Radio Operator. Gunner goes for Snap Shot as 2nd skill and after that Camo. Driver usually takes Clutch Breaking as 2nd skill, but I wouldn't take that on a "turreted" SPG, so Off-Road makes more sense. Maybe 3rd skill Clutch Breaking ? Radio Operator gets Situational Awareness as 2nd skill and after that it's just whatever you fancy clicking. On Loaders I go for Intuition, specially if there are two of them. Then one picks Safe Stowage and the other one picks up Adrenaline Rush. After the perks - go with whatever.

 

Does intuition still make sense after the AP/APCR/HEAT ammo removal? Quite intrested to the topic, having recently obtained the first skill in one of my SPGs...

HeidenSieker #18 Posted 17 July 2018 - 11:23 PM

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Suggested Equipment


Enhanced Gun Laying Drive Binocular Telescope Coated Optics Camouflage Net 



NickMustaine #19 Posted 18 July 2018 - 07:42 AM

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Good morning guys, 

I have to close this topic. if you want to talk about SPG's, please use this discussion ( http://forum.worldof...cussion-thread/ )

Have a nice day! 





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