Penetration zones for ammunition tanks. Penetration zones and weak points of tanks in World of Tanks Blitz

  • Update date: 11 Jan 2018
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Latest update information:

Updated 01/11/2018:
  • adapted for 0.9.21.0.3;

For World of Tanks, modmakers have already created several variants of skins with weak points, but this mod is a little different, because it marks the location of fuel tanks and ammunition on the texture of the vehicle.

Description of penetration zones for ammunition racks and fuel tanks

The usefulness of these skins is that you will be more likely to destroy the enemy by exploding or damaging his ammunition. In addition to ammunition, fire can also be fired at fuel tanks, damage to which can cause a fire in the enemy tank. It is unrealistic to remember the location of these zones on absolutely all vehicles in the game; modules are located differently in each tank, but thanks to the mod everything will be shown clearly.

  • Damage to fuel tanks. A fire in a tank can be caused in two ways - by shooting at the engine or tanks. In the first case, the tank will be slowed down (if the engine is damaged), but if the tanks are damaged, the likelihood of a fire will increase. If the enemy does not have time to put out the fire in time, he will not only lose a huge number of hit points, but will also receive damage to many important modules.
  • Shooting at ammunition is also a very effective technique. Using it, you can increase the reload time, and if luck smiles on you, the enemy will completely lose the tower, it will come off as a result of the explosion of the ammunition.

As you can see in the screenshot below, the fuel tanks are marked in dark pink, and the ammunition is displayed on the skin in the form of a turquoise shell icon.

You can install other skins, for example, they will show the location of the crew and mark weak areas in the protection of the vehicle. But keep in mind that skins made from this material will conflict with them, so choose one.

As a result, your effectiveness will increase, because you won't have to waste shells on thick armor. These mods are most useful for beginners, but experienced tankers will also get a significant advantage.

Installation

  • The archive contains the “vehicles” folder; it needs to be extracted to World_of_Tanks\res_mods\[current update].

Mod of the zone of penetration of the ammunition rack and fuel tanks of tanks for World of Tanks - how to set fire to a tank

The mod is made specifically for those who do not like skins with penetration zones, but want to explode and set fire to enemy equipment, not knowing where to aim. Lightweight penetration ash shows the location of only the ammunition rack and fuel banks. If you don't know how to set a tank on fire, skins World of Tanks will help you with this!

Skins with weak spots are made for all nations:

USSR - 53 tanks.

USA - 31 tanks.

Britain - 19 tanks.

France - 20 tanks.

Germany - 36 tanks.

China - 18 tanks.

Japan - 7 tanks.

Almost all equipment of levels 9-10 was included. More details in the screenshot:

After the LBZ was introduced into the game, many tankers wondered how to set fire to a tank? In the first company for medium tanks there is a task in which you need to set fire to a tank. It was for the LBZ that the World of Tanks armor rack and fuel tank penetration zone mod was made. With its help, you will know where to aim to set the tank on fire.

The mod will be useful not only for completing this single combat mission, but also for simple play in random and companies. With it you will be aware of the enemy's weak points. Over time, you will remember where to shoot to get a frag and will be able to remove the skins.

How to install the penetration zone mod

Copy the mods folder to the game folder, confirming the replacement.

Shooting and armor penetration- the most important elements game mechanics. This article contains information about game parameters such as accuracy, armor penetration and damage.

Accuracy

Accuracy- a weapon parameter that characterizes its ability to send projectiles accurately to the target.

There are two aspects to the game related to accuracy:

Scatter shells when firing at 100 meters. Measured in meters. The spread depends on the skill of the gunner. An untrained gunner (50% of the main skill) shoots 25% less accurately than a 100% trained gunner. Mixing time- aiming time, measured in seconds. This is a conditional parameter that was introduced for balance needs. That is, pointing the gun itself at the target is not enough; it is important to wait until the aiming circle finishes shrinking. Otherwise, the probability of a miss increases sharply. When the tank moves and the turret and barrel rotate, as well as after a shot, the sight “diverges,” that is, the aiming circle increases sharply and it is necessary to wait for the aim again. The convergence time is the time during which the convergence circle decreases by ~2.5 times, to be precise, by e times (e is a mathematical constant, the base of the natural logarithm is ~2.71).

It is also important to understand that in the game (without installing extraneous modifications) the convergence circle is displayed, and not the scatter circle - these two circles have completely different diameters and, with very rare exceptions, do not coincide with each other. In fact, the dispersion circle is smaller than the aiming circle (by several times) and the task of the aiming circle in the game is not to display the dispersion of shells, but to visualize the state of the gun and its gunner, intact, damaged, whether the gunner is reduced or reduced, whether he is healthy or shell-shocked, etc. .

How to increase gun accuracy

  • Install equipment Improved ventilation
  • Combat brotherhood(approximately +2.5% to accuracy).
  • Use equipment that gives +10% to all crew parameters for one battle, including about 5% to accuracy - Extra ration, Chocolate, Cola box, Strong coffee, Pudding with tea, Improved diet, Onigiri.

How to speed up aiming

  • Install the gun with the highest aiming speed.
  • Upgrade the gunner's main specialty to 100%.
  • Install equipment Reinforced drives tips(+10% to convergence speed).
  • Install equipment Stabilizer vertical aiming (-20% to dispersion when moving the tank and turning the turret).
  • Install equipment Improved ventilation(approximately +2.5% convergence speed)
  • Upgrade your gunner's skill Smooth rotation of the tower(-7.5% to dispersion when rotating the turret).
  • Upgrade your driver mechanic's skills Smooth ride(-4% to dispersion when the tank moves).
  • Upgrade the skill of all crew members Combat brotherhood(approximately +2.5% convergence speed).
  • Use equipment that gives +10% to all crew parameters for one battle, including about 5% to the aiming speed Extra ration, Chocolate, Cola box, Strong coffee, Pudding with tea, Improved diet, Onigiri.

Auto-targeting

When you press the right mouse button with the sight aimed at the enemy, auto-targeting is activated. It fixes the tank's barrel on the center of the enemy vehicle. This allows you to avoid aiming by eye, but at the same time it has a number of significant disadvantages. The fact is that the auto-aiming always aims at the center of the silhouette of the enemy tank, ignoring obstacles in the firing path, as well as the vector and speed of the enemy’s movement. In cases where only part of the enemy vehicle is visible in the sight or when the target is moving and anticipation is necessary, auto-aiming will not only not be useful, but moreover, it will guarantee a miss. Automatic aiming does not allow you to target the weak points of the enemy tank, therefore it is relatively of little use against high levels battles with precision guns and large well-armored tanks.

Automatic aiming is usually used in close combat during active maneuvers and when shooting at long distances at a stationary enemy.

Auto-targeting can be canceled by pressing E (by default) or by pressing the right mouse button again.

Detailed analysis of shooting mechanics

Armor penetration

Armor penetration- a weapon parameter characterizing its ability to penetrate the armor of enemy tanks. It is measured in millimeters and has a spread of ±25% relative to the average value. It is important to remember that the armor penetration indicated in the technical specifications is indicated for an armor plate located at an angle of 90 degrees to the direction of movement of the projectile. That is, the slope of the armor is not taken into account, while most tanks have sloped armor, which is much more difficult to penetrate. Also, the armor penetration indicated in the technical specifications is indicated at a distance of 100 m, and with increasing distance it decreases (relevant for sub-caliber and armor-piercing shells and not applicable for high-explosive/HESH and cumulative).

Armor

Each tank has armor. However, the thickness of the armor is not the same everywhere. In front it is as thick as possible. On the contrary, the back is thinnest. The roof and bottom of the tank are also very lightly armored. The armor is indicated in this format: frontal armor thickness/side armor thickness/stern armor thickness. And if the armor, for example, is 38/28/28, then a gun with a penetration capacity of 30 mm will generally be able to penetrate the stern and side, but not the forehead. Due to the 25% dispersion, the actual penetration of this weapon from shot to shot will vary from 22.5 to 37.5 mm.

It should be remembered that when specifying armor, its inclination is not taken into account. For example, the armor of the T-54 is 120 mm, the angle of inclination is 60°, and the normalization of the projectile is 4-5°. With such an inclination, the reduced armor thickness will be approximately 210 mm. However, even the thickest armor has its vulnerabilities. These include various hatches, machine gun nests, wheelhouses, joints, etc.

Non-penetration and ricochet

Each projectile has its own penetration threshold. And if it is smaller than the armor of the enemy tank, then the shell will not penetrate it. To do this, you need to aim at the most vulnerable places of the tank: the rear, sides and various protrusions and crevices. If this does not help, you can use high-explosive shells.

When shooting at a tank standing at an angle, there is a high probability of a ricochet. The boundary between penetration and rebound lies at an angle of 70°. If the caliber of the projectile exceeds the thickness of the armor by more than 3 times, no ricochet occurs, but if it is doubled, the normalization of the projectile increases in proportion to the excess of the caliber of the gun over the thickness of the armor - and the projectile tries to penetrate the armor at any angle. So, for example, when firing from a 100mm gun with armor penetration 170, at an armor plate 30mm thick at an angle of 89.99 degrees, the normalization will increase to 23.33 degrees, and the reduced armor will be 30/cos(89.99-23.33) = 75.75mm of armor.

Detailed analysis of the mechanics of armor penetration

Attention! Update 0.8.6 introduces new penetration rules for cumulative projectiles:

The cumulative projectile can now ricochet when the projectile hits armor at an angle of 85 degrees or more. When a ricochet occurs, the penetration of tanks in World of Tanks by a ricocheted cumulative projectile does not decrease.

After the first penetration of the armor, the projectile begins to lose armor penetration at the following rate: 5% of the armor penetration remaining after penetration - per 10 cm of space traversed by the projectile (50% - per 1 meter of free space from the screen to the armor).

Also in update 0.8.6, the normalization of sub-caliber shells was reduced to 2°.

With update 0.9.3, ricocheting into another tank has become possible. After the second ricochet, the projectile disappears. To know combat characteristics any equipment, for example, damage, armor, and based on this, you can identify penetration zones in the “Tanking” section in the World of Tanks Assistant application.

Damage

Damage- a weapon parameter characterizing its ability to cause damage to enemy tanks. Measured in units. It is important to remember that the damage indicated in the weapon’s performance characteristics is average and in fact varies within 25%, both up and down.

Location of weak points

The location of the various modules in the game is not indicated, but it completely corresponds to the real prototypes. Therefore, if in life the ammunition stowage was in the left corner of the rear of the tank, then in the game it will be there. But still, the weakest points of the tanks are located in approximately the same place:

  • The engine and fuel tank are usually located in the aft (rear) part of the tank.
  • The ammunition rack is located in the center of the hull or in the aft (rear) part of the turret.
  • To shoot down a tank's track, you need to shoot at the front or last roller.
  • The gun and triplexes are visible to the naked eye.
  • The commander, as a rule, is located in the turret and can be incapacitated by a hit on the commander's turret.
  • The mechanical drive sits in the front of the machine body.
  • The loader and gunner are located in the front or center of the turret.

Damage by modules

Shooting at modules has its own characteristics. Often when modules are hit, damage goes to them, but not to the tank itself. Each module has its own strength points (health units). If they are completely removed (critical damage), the module stops working and it will take some time to restore it. The module's health units are not fully restored, but only up to 50%. It remains damaged and may not perform as well. Accordingly, it will be easier to break the same module in the future. If new damage is caused to the module during the repair process, health points are removed and repairs continue up to 50%. That is, if a tank with a removed track continues to be hit by the same track, then it will be repaired constantly (or until the tank is destroyed).

The repair kit restores the health points of the damaged module to 100%.

Engine If the module is damaged or after restoration maximum speed movement is reduced. If the damage is critical, movement is impossible. Each engine damage can cause a fire with the probability specified in the engine description (10-40%). Chance of damage: 45% Track When the module is damaged, the chance of rupture increases. If the damage is critical, movement is impossible. Ammunition stowage If the module is damaged, the reload time increases. If the damage is critical, the tank is destroyed. At the same time, the number of shells in the ammunition rack does not affect the chance of its explosion. Only empty ammunition racks do not explode. Chance of damage: 27% Tank If the module is damaged, no penalties are imposed. When the tank is critically damaged, a fire starts. Chance of damage: 45% Triplex If the module is damaged or after restoration, no penalties are imposed. When critically damaged, visibility range is reduced by 50%. Chance of damage: 45% Radio station If the module is damaged, the communication radius is halved. Chance of damage: 45% Gun When the module is damaged or after restoration, firing accuracy decreases. If the damage is critical, firing the gun and changing its declination are impossible. Chance of damage: 33% Turret rotation mechanism When the module is damaged or after restoration, the rotation speed of the turret is reduced. If the damage is critical, the turret cannot rotate. Chance of Damage: 45%

Crew damage

Unlike tank modules, the crew does not have health points. The tanker can be either healthy or shell-shocked. A knocked out tanker can be returned to duty by using a first aid kit. Concussion of all crew members is equivalent to the destruction of the tank. When one of the crew members is disabled, all effects from additional skills and abilities learned by him disappear. For example, when the commander is concussed, the “Sixth Sense” light stops working. In addition, in cases where:

The commander is shell-shocked - visibility is reduced by half, and the commander's bonus ceases to apply. The mechanical drive is shell-shocked - the speed of movement and turns is reduced by half. The gunner is shell-shocked - the spread doubles, the turret traverse speed is halved. The loader is shell-shocked - the reload speed is halved. The radio operator is shell-shocked - the communication radius is halved. Chance of crew member being concussed: 33%

Detailed analysis of the mechanics of module damage

Tanking Basics

An ammunition rack is a device for placing ammunition or shells in a tank. It ensures not only their fastening in established places, but also the ability to quickly remove them for shooting.

In order to apply to game World of Tanks tangible and maximum possible damage to the enemy, first you should familiarize yourself with the weakest and most vulnerable points that most tanks have. So, the greatest damage to enemy combat vehicles can be caused in two ways: ignition and explosion.

Set fire

In this case, in addition to the damage received from the projectile, enemy vehicles will also receive constant damage from fire. And you can set the enemy on fire if you shoot him in the stern - where the engine and tanks are located. This rule Applicable to all machines. So, for example, the Germans are excellent at setting fire when you pierce their lower armor plate.

Blow up the ammunition rack

It has one drawback - in this case it can be quite difficult to inflict damage in one shot, and even more so it is impossible to completely destroy the enemy. And not all tanks will work like this.

Important: As a rule, an ammunition rack explodes only from a second hit, that is, after it has been able to receive critical damage.

Remember - ammo rack explosions most often occur in light and medium tanks, but sometimes this also happens with heavy Tier 10 vehicles, such as the IS-7.

In addition, it is advisable to fire land mines at vehicles that are poorly armored, for example, at the top tank destroyer Waffentrager E-100.

5 years and 2 months ago Comments: 10


As I said, let's start with terminology. So, as you know, any tank has 8 functional modules, these are: a turret (most tank destroyers do not have one), a gun, a walkie-talkie, a caterpillar, an ammunition rack, an engine, fuel tanks, and surveillance devices. Damage to each greatly affects the tank's combat effectiveness, which can be critical in the heat of battle. In addition, each module has its own armor level, as well as its own amount of HP. Therefore, in the design bureau, our famous T1 can either shoot down the IS-3 track, or beat the Rhm.-Borsig Waffentrager.

How to set a tank on fire

There are two ways to set fire to a tank:
  • Critical damage to tanks;
  • hitting the engine.

We shoot at the tanks

If the tanks are completely damaged, the tank catches fire. Everything here is extremely simple. They hit the tanks, took off all their HP and the tank caught fire. It is in the tanks (they are located along the entire length of the sides, and therefore it is very difficult to miss them when you shoot at the side), and not in the engine, as some players think, that the secret of fire lies. Therefore, the Driver Skill “Cleanliness and Order” is Soviet tanks considered absolutely useless.

Let's shoot at the engine

Getting into the engine is a more complicated matter. When you installed the engine, did you see the percentage of its fire? What does it mean? If the fire percentage is 15%, then approximately 15 out of 100 hits on the engine will result in a fire(this value may be greater, or it may be less, depending on your luck, but over time the value of these will approach the number 15 out of 100).

The game also has one feature: The transmission is also part of the engine, therefore, if it gets into the transmission, the game will consider it as hitting the engine, and this can result not only in critical damage (crit) of the engine, but also in a fire. So the transmission German tanks located in front, in the NLD, which makes them (together with weak armor) very uncomfortable for beginners. But experienced players first learn the mechanics - the driver is “Cleanliness and Order”, in order to reduce the number of arson attacks by half, and at the same time preserve their nerves and the health of their tank.

Ammunition rack detonation

Well, okay, arson, it takes a while to extinguish on its own, there’s also a fire extinguisher, but what about the detonation of the ammunition rack? Boom and that's it, there is no tower or tank. What to do now? You need to learn some rules. And the first is the simplest: do not substitute the places where you have a bookmaker!

If you see that detonation and damage are too frequent, learn the “Non-contact ammo rack” skill from the loader; if this does not help, then we install the “Wet ammo rack” equipment, or we revise the tactics.

How to blow up an enemy's ammunition rack

How can you not only avoid being left without a tower yourself, but also snatch it from the enemy? The enemy's ammunition will be undermined in the following conditions:
  • Penetrating the enemy (if the module is internal, and the BC is just like that);
  • Modulus hit;
  • Breaking through a module (as mentioned, each module has its own armor);
  • Destruction (crit) of a module (each module has its own HP).

How to find ammo rack

“Then how will I find out where the enemy’s ammunition rack is?” - you ask. There are two options:
  • Download skins with penetration zones;
  • Remember.
Let everyone choose to their own taste; it’s easier to download skins and more reliable to remember (what will you do if the enemy is behind the bushes?). If all the conditions are met, then you will see a beautiful fireworks display... “Watch out from above!!! Hu... I almost hit Mouse's tower..."

What is more profitable to shoot?

As you know, the most destructive projectiles are .

But there is one caveat: they rarely reach the modules, since they do not penetrate armor. They can be used to shout something at the LT, or the French. It is worth noting the British landmine with increased armor penetration, since they are able to crit well not only weakly armored targets, but also stronger targets... In the rest there is almost no difference, except that the armor of the tank in relation to the module can act as a screen, and the module may not be penetrated. In relation to the modules, there is no difference.

I think that's all. Good luck tankers, and remember: “The main part of any weapon is the head of its owner.”

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