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KV-3: Guide. Hyde by KV-3, World of Tanks

Before you the next review of another creation of the famous game studio, namely, the KV-3 World of Tanks. Immediately stipulate that the tank is not a masterpiece in its playing qualities, but it also can not be called a frank "cactus". Quite a good machine for fans of slow play.

Overall Impression

Quite differently, you can describe the KV-3 tank. Hyde can be saturated with a mass of digits TTX, statistics and other little-readable information. However, this time we will change our approach and paint the impressions of the tank exclusively from an emotional point of view, based on our own experience of the game.

Ride a lot on the predecessor, we get a completely logical continuation of this branch of the tanks. All of it is a strongly armored sluggish monsters, each of which has its own serious and weak sides. (By the way, did you remember to leave the previous tank, T-150, in the hangar? Excellent car, besides "format" in terms of battles in the fortified areas.)

In the sink condition, the tank, if to be completely frank, is terrible. There is no speed at all, a tower weak in terms of booking, no one punching a cannon. Therefore, the main advice: before buying a tank, accumulate enough free experience (or transfer it for gold) to open the top tower and the chassis. The latter is simply necessary, since without it it is impossible to install anything from the additional equipment onto the tank.

In the top form, a combat vehicle is transformed before our eyes. You will no longer be a whipping boy, but a quite serious opponent for almost any counter player of the opposite team.

We pump the tank

Guides "World of Tank", including this car, exist on the network in huge quantities. Following the example of their creators, let us also express our own opinion on the order of pumping the modules.

As mentioned above, the first thing we do is "swing" the running gear. Its purchase will allow to install all top-end modules, additional equipment, as well as increase the dynamics of the KV-3 tank.

Hyde, read by you, will tell you that the second most important module is the tower. Solid booking, rounded forms (which significantly increases the chance of rebounding), increased visibility, faster recharging - all this is too significant in the game to neglect these advantages.

A weapon, the legendary D-25T, 122 millimeters is a very "killer" argument for any of the opponents. Good penetration, huge damage for the sixth left and the low cost of shells more than once will please the owner. Do not forget to say about the minuses: uncomfortable long mixing and low accuracy. Sniper we do not have, in fact, and the role on the battlefield, we have a completely different.

We open the engine and walkie-talkie in the last place. I must say that these modules will not bring a sharp increase in game characteristics, but they will not be superfluous either.

Train the crew of WoT

KV-3, the guide confirms this , presents certain requirements to the crew. It is strongly recommended to acquire a good tank, standing in the tree pumping before KB-3, the crew at least two full "perk", because without them it will be hard for you. Proceeding from this, and tips for pumping the crew are born.

The first "perk" - "Combat Brotherhood". Works only on condition that it is 100% open for all crew members. Gives an increase of 5% to all skill tankers without exception. As a result, we are reduced a little faster, recharge, turn, gain speed, etc. Excellent skill for all tanks without exception!

The second (third) "perkom" put the following:

  • The commander is "repair". The tank, standing with a broken caterpillar of 15 seconds, quickly turns into a pile of iron. (The third point is "a jack of all trades".)
  • The gunner - "smooth turn of the tower." We try to compensate for the terrible information. (The third is "repair.")
  • Mehvod is the "off-road king". We will move a bit faster over rough terrain.
  • Radist - "repair." Same as the commander's. (The third is "smooth running.")
  • Charging - "contactless combat". It's bad when the tower flies from the explosion of the ammunition, we protect it. (The next one is "repair.")
  • Charging - "repair." (The third one is "desperate.")

Optional equipment

One of the few tanks on which the choice of equipment is simple to disgrace.

  • A) Ventilation. In combination with the "combat brotherhood" will give an increase to all, without exception, characteristics of 10%.
  • B) The large-caliber dispatcher. We accelerate the recharge by 10%. A very important module.
  • C) Accelerated aiming drives. Here it is simple: we will reduce faster - we will shoot more precisely. More than once will save our lives in battle.

Tactics in battle

Strangely enough, all the guides of "World of Tank" offer similar ways of using KV-3.

A) We are at the bottom of the list. We work as a support, from under the allied heavy tanks. We choose a place at a short distance behind them, and to the best of our abilities and capabilities we begin to harm the enemy. Very good for landmines, our caliber allows you to effectively "put on a harp." In addition, we are waiting for a breakthrough arrogant ST-shek and "fireflies", we shoot them from a distance. We remember: the speed of turning the chassis and the tower is not enough for us to kill the "revolting" us insolent, so we try to get the spirit out of him still on the way. In the final stage of the battle we are going to collect podrankov, artillery and zatevavshihsya PT-waters.

B) We are in the top of the list. Unfortunately, such "chocolate" conditions are extremely rare for us, but this is only an additional reason to use them as efficiently as possible. Our main task is to lead the Allied attack on one of the directions. Slowly and solidly approaching the target point and begin to "punch". The game "from the tower", the competent setting of the corps by the rhombus will make us practically invulnerable. If necessary, finish off the opponent, we go to "exchange" hit points. We kill all those we met. We do not forget that "one is not a warrior in the field," and with this development of events, one or two literate ally are vital to us, who will protect us from incoming enemies. If nobody protects us, and we are left alone, we occupy a comfortable position, and we restrain the attacks of superior forces.

And no matter how the battle turned, we remember the main thing: our speed and dynamics will not allow us to quickly change the flank, go back to the base, or perform something as heroic in the sprinter style. We are a tank of one direction, and the road is one way. Therefore, at the start count, we carefully analyze the set-ups of teams, our place on the base and choose the one and only correct solution. From our choice in no small degree will depend on the victory of the team. And it's very important not to make a mistake.

Successful fights to you, colleagues, tankers, on KV-3! Read your help book!

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