Tuesday, March 25, 2014

Guide: SPGs- THE FINGER OF GOD Part 1 (Chapter 2)

SPG GUIDE PART 1 - CHAPTER 2
















1 - Main Equipment  
"Standard combo" for self-propelled guns include Rammer, Enhanced gun laying drive and camouflage nets. Whether the SPGs camouflage factor is not high but camouflage net increase their ability to avoid being detected by LT and other scouts. If you are spotted then you will meet the garage after 1-2 shots. Some "individual" such as su14, obj212 ... camouflage net should now be replaced by improved vent for crew skills. More particularly batchat155 doesn’t have Rammer due to its drum shells.

  
  
2- Consumables

If you use items, use Small Repair Kit in box 4, Small First Aid in box 5, and Fire Extinguishers in box 6.
If you hit a shot but were not destroyed, those things will help you recover.  Gunner or loaded hit will be almost useless because it makes your self-propelled artillery reload time increased or lose accuracy. Small First Aid can help solve this problem. Gun or ammunition hit also caused a similar state so, the Small Repair will fix it. Since most shots find the engine will hurt your self-propelled gun, and we have the opportunity to make your SPGs on fire. Fire Extinguishers will help you extinguish the flames.

3- Ammo selection
HE: as an active explosive, low penetration but make pressure more than enough to destroy the tank and crew, as well as modules in it. In some fortunate cases HE shells exploded in the tank frequently cause max damage, so do not be surprised


HE premium ammunition: similar to the HE but usually larger blast radius, increase the chance of getting Bombardier 
 

AP: Unlike the HE, just cause explosive damage when pen through the tank (usually > 1000). It should be noted that penetration decreases rapidly with distance

HEAT: The penetration is higher than the HE, but act like AP.

Depending on the enemies and situations in the game, select suitable ammunition to achieve the highest efficiency!














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