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What to bet on t110e4. T110E4 - American tank destroyer

Pests of garden plants

Review of the video guide for Fri SAU T110E4 WOT I want to start with booking. If you look at the characteristics of this tank destroyer, you can see 254mm of frontal armor, which in itself is very good. But the presence of such heavy armor is not entirely correct, since 254mm of armor for this PT is only in the verge formed by VLD and NLD, and the armor of the armor plates themselves is no more than 140mm. The upper armor plate is located at a rather sharp angle, and the angle of the lower one is closer to a straight one, so with proper shooting it is not difficult to break through even on lower-level vehicles. The T110E4 World of Tanks has very weak stern and side armor, which is why it takes a lot of damage from artillery and is pierced by fireflies. The front of the turret has 203mm of sloped armor and 300mm of armor at the gun mantlet. The penetration zone of the T110E4 is the machine gun turret. T110E4 in the World of Tanks has a very powerful gun with high armor penetration, but because of the peculiar turret, the gun does not go down very well. The tower rotates only 180 degrees, but at a fairly high speed.

Advantages and disadvantages of T110E4.

Advantages:

  • Good frontal protection;
  • Good dynamics;
  • Far view;
  • Small body;
  • T110E4 is difficult to screw;
  • Large one-time damage;
  • Relatively high maximum speed, which allows you to quickly move to the battlefield.

Flaws:

  • Long mixing of guns;
  • High cost of repairs and shells;
  • Weak booking of the stern and sides;
  • Very low rate of fire;
  • Slow acceleration.

When installing additional modules, it is best to use the standard set:

  1. Ventilation;
  2. Rammer;
  3. Pickup drives.

The tactics of playing on the T110E4 tank are quite simple - we leave the shelter, produce aimed fire at the enemy and hide back to load the gun and repeat everything from the beginning, so you can spend the whole battle. With the right play and proper maneuvering, you can take quite strong blows from lower-level enemies. On T110E4, you need to use an aggressive style of play, since the PT has a very powerful weapon, and if you stand on the base, the team will lose not only support, but also the main leader. And at the end of the battle, a crowd of enemies will fly at you and simply take you either by starvation or in a circle and shoot you point-blank. Since our AT has a long cooldown, it is difficult to do anything on it alone. For serious attacks or defense, we need TT10 support. With it, you can hold the flank, and in many cases draw out the battle. If you get into a clinch with another tank, then you are more likely to dismantle the enemy, since the T110E4 has a strong upper armor plate and an almost impenetrable turret. From here you can take out: the T110E4 WOT tank is a powerful retaliation tool that uses aggressive game tactics, pretty good defense and a decent attack. Not ideal, but without it it will be difficult for the team.


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This article is a calculation of the technical parameters of the American PT 10 level T110E4, as well as my own opinion on some aspects of the game on it. Go!

1. Main technical parameters (after each of them, my short opinion about it, based on gaming experience)

Booking:

— cases: 254/76/38

— towers: 203/152/152

My opinion: It won’t work to rhombus, they sew it into the side (armor thickness 44-76 mm) at wild angles, since the “rule of 3 calibers” works. If they didn’t hide the NLD (thickness 114 mm, reduced armor about 220 mm), then all the tanks encountered with us in battles penetrate there. Is that the fireflies may not penetrate some. Well, when the hull is turned, some 8 levels may not break through the NLD. The only more or less strong place is the VLD (140 mm at an angle of approximately 70 degrees. Gives reduced armor of about 300-400 mm) and the gun mantlet. However, they also have their drawbacks. HUGE cons. VLD suffers from hitting its upper part, as a result of which shells constantly ricochet under the turret, critiquing its rotation mechanism in 50% of cases. The allegedly impenetrable tower has as many as 2 minuses: a mask and a commander's cupola. Yes, yes, the mask is a minus of the T110E4 turret, because. behind it is the void, not the armor of the tower. Those. shells that have pierced the mask, the thickness of which is 254 mm (let me remind you that the TT10 has penetration in the region of 250, the ST10 has about 265, and the PT10 has about 300), safely inflicting full damage on us.

Well, nothing needs to be said about the commander's cupola, I think. Unlike the titanium turret T110E3 (our “turretless” counterpart from the parallel branch), absolutely everyone sews us, because. its armor is 152mm at irrational angles.

I don’t think it’s necessary to write about the stern, they break through everything there, no matter how you stop.

Speed:

– movement: 35 km/h forward and 10 km/h back

- chassis turn: 26 degrees / sec

My opinion: soil resistance is so-so, as a result of which we crawl a little faster than T95 on loose and swampy soils. In the city, the PT rides tolerably, at the level of its counterparts, quickly picking up maximum speed. However, a ST or LT that has come close, if you have nothing to cuddle with the stern, can easily spin you, because. The tower does not rotate 360 ​​degrees. According to these parameters, I can’t single out E4 somehow, or say that it’s bad.

Durability: 2000 units

My opinion: in terms of the number of strength units, our PT is in the middle of all PT10. Normal indicator.

View radius: 400 meters

My opinion: not a record, but a sufficient indicator. We hardly have to work as a firefly. I don’t see the need to install optics or a pipe to improve visibility. there are much more important modules for this tank (which I will talk about below).

Gun: 155 mm AT Gun T7E2 (27 rounds)

- penetration: 295 mm

- rate of fire: 19.5 sec (with 100% crew without modules and additional consumables)

- one-time damage: 750 units

- dispersion per 100 meters: 0.37

- Aiming time: 2.9 sec

— UVN/UGN: -6…+12/-90…+90

My opinion: here we come to the most important component of a good tank - the gun. Let's start in order:

Advantages of the gun: good armor penetration, solid one-time damage, sometimes pleasing with numbers of 850 or more, and if you shoot HE at loose tanks (French, German anti-tank guns from the Waffenträger branch, or “sirloin” parts of other tanks more armored from the forehead), then you can see solid numbers of 1000-1100 damage. Also, one of their advantages is that the PT's gold ammunition is armor-piercing sub-caliber shells, which, unlike cumulative ones, do not "eat" all sorts of screens and harps. And the main plus of this weapon is that it is installed in a ROTATING, although not 360 degrees) tower.

Disadvantages of the gun: long aiming and large dispersion. From personal experience, I’ll say: if you don’t have a 4-perk crew with a brotherhood in arms, a smooth ride, a smooth turret turn, no aiming drives and additional. soldering, then mixing will be hellishly long. Those. to leave from somewhere around a corner / hill and shoot at 100+ meters without information will not work. Yes, even at a distance of up to 100 meters, shells sometimes fly to the edge of the sight with full convergence. At a distance of 300+, targeting the weak points of tanks is practically impossible due to the large dispersion of the gun. Also, one of the very significant disadvantages of the gun will be its reload time: with a rammer, AP and additional. the reload ration will be about 16.4 seconds, which makes our DPM one of the smallest at the level - 2700 with the maximum "pumping" of the tank. As for the LHV: after the T30, which has a LHV of -10 degrees, it will be really problematic to play on the T110E4 from the terrain and the declination of the gun, because it's bad to say the least. Those. you will have to go under all the trunks so that the trunk goes down, substituting the soft NLD and the commander's turret.

2) Criticality or how to substitute the side so as not to get into the ammo rack.

Below are screenshots from the tank with the location of the most critical modules.

My opinion: from personal experience, I’ll say that tanking with the side in 50% of cases ends with breaking you through the rink or into the side itself (I talked about booking the side a little higher) and crit the BC, leaving the side from around the corner in 80% ends with the crit of the BC. They do not set fire to the PT often, because. transmission and engine are located at the rear. But if a rapid-fire LT or ST drove into your stern, then the probability of a fire is quite high. Quite often the gunner and commander are criticized. The commander, due to the fact that he is sitting in the ill-fated room. the turret, which everyone strives to chop with shells, and the gunner, because he sits in front of the turret, where almost everyone also sews our anti-tank rifle, if they don’t get into a relatively hard mask.

3) Perks (pumped abilities) of the crew

- first perk (commander, driver, gunner, loader, loader): lamp, repair for everyone else.

- second perk (commander, driver, gunner, loader, loader): repair, smooth running, smooth turret rotation, non-contact ammo rack, desperate

- third perk (commander, mechanic driver, gunner, loader, loader): for all crew members combat brotherhood

- the fourth perk: there is already a choice of what is left, who needs what.

My opinion: I didn’t upgrade the disguise, because. on this PT, it is practically not needed, due to the large size and more vital perks. I was the first to choose repairs and a lamp, because. they will very often save our lives, in view of the fact that they put us on the harp very often and, if you don’t leave in time, you can stay in the same place where we lit up until the end of the battle. Everyone can alternate the second and third set of perks for themselves, as they wish. I chose a smooth ride and a smooth turn of the tower, because. they give a greater increase in the accuracy of the gun than the AP, although with the AP we will have a slightly faster reload.

Again, I remind you that this set of perks is my choice and is not the ultimate truth, and everyone decides for himself what is most important to him in the tank.

4) Additional equipment

We put reinforced drives and a large-caliber gun rammer in order to somehow compensate for the low rate of fire and the obliqueness of the gun. Well, Improved ventilation for a slight increase in all the characteristics of the tank.

My opinion: I consider this set of equipment to be optimal, although you can put a net for those who like to sit in the bushes behind the backs of the allies.

5) Consumables (additional equipment):

Here the kit is also standard, it includes an automatic fire extinguisher, a small repair kit and a small first aid kit.

My opinion: PT does not burn often, so it makes sense to spend money on an automatic fire extinguisher once (especially since you can buy it for silver now), which gives additional protection against fire so that in the heat of battle you don’t lose extra units of durability while you burn and look for the button on which the manual fire extinguisher is assigned. As for the first-aid kit and the repair kit, decide for yourself: if you don’t have a shortage of silver and gold, then of course you can ride with their Great variations. If you strained with the means, then we choose a small first-aid kit and a repair. If there is a desire to slightly improve the characteristics of the tank (reduction, reloading, speed), then you can put a Cola Box instead of a fire extinguisher. However, in the event of your arson, you will burn out, Mom, do not worry.

6) T110E4 game tactics

Open maps: We play as carefully as possible, tanking and playing from the hills is not for us. If possible, it is better to shoot at the light of the allies, without getting into the field of view yourself. We are a damage dealer, so we need to fulfill our main task.

City maps: if the battle takes place in urban conditions and you need to drive around the corner and make a shot at the enemy, then in no case go sideways to him, in 80% of cases you will get a crit from the ammo rack and you will be knocked down by a caterpillar. Even if you fix the track and drive back, you can't really play with a broken BC (recharge time is about 30 seconds). In such cases, you need to leave when the enemy either shot back or turned the barrel to the other side. In extreme cases, you can try to tank with the side, but in this case, the angle at which we expose it to the enemy should be as high as possible. Also, do not linger in this position for a long time, because. in addition to the side of the hull, our enemy is exposed to the forehead of the tower, which is not protected by a mask, which is also perfectly penetrated by tanks of 9+ levels, and the commander's cupola, which is very difficult to hide. After the shot, we immediately roll around the corner and wait for reloading. Before the next shot, we begin to roll out about 2 seconds before the end of reloading the gun in order to have time to converge.

The tactics are quite general. The only and most important thing we need to remember when playing this tank is that it can only tank against very inexperienced players. However, now almost all players know that if a tank has a “bump” on the turret, then you need to shoot there, so in whom. you will hit the turret regularly and from great distances.

A small summary of the T110E4: a pretty good tank destroyer, with a good gun (it would be great if it weren't for aiming and spreading), a ROTATING turret, which gives it great advantages over the "turretless" tank destroyers. The average acceleration and maximum speed parameters do not allow us to occupy the most key points at the beginning of the battle faster than the ST and TT type IS-7, but it can quickly change the flank if necessary. She has a random booking: it seems to be, but it seems that they break everything in a row, so you shouldn’t really rely on it.

Dear readers of the tank portal site!

American military equipment of the Second World War deserves no less attention than the Soviet or German. Tankopedia World of Tanks will illuminate the top today anti-tank self-propelled artillery T110E4. This terrifying war machine is capable of terrifying any enemy tank. The colossal power of the gun, heavy-duty, thick frontal armor and a turret make the T110E4 a real tank destroyer. American tanks and tank destroyers take their rightful place in the game "World of Tanks". let `s talk about T110E4 more.

American tank destroyer T110E4

The T110E4 is based on the T110E5 heavy tank. Mobility and booking scheme are almost the same. However, the T110E4 has a powerful 155mm gun with great damage and armor penetration. For this reason, changes were made to the design of the tower and it does not rotate 360, but only 180 degrees. At first glance, this seems unusual, but due to the vulnerable sides and stern, the fighting style on this tank destroyer involves fighting exclusively with the forehead towards the enemy. T110E4 - universal machine. She can fight on any terrain and distance.

Advantages of T110E4

  • powerful 155 mm gun;
  • the presence of a tower with a sector of rotation of 180 degrees;
  • good frontal armor;
  • high speed turn on the spot;
  • fairly high top speed.

Disadvantages of T110E4

  • long aiming of the gun;
  • high influence of rotation on the spread of the gun;
  • low rate of fire;
  • slow acceleration;
  • frequent damage to the ammunition rack, especially when it hits the side.

14-06-2016, 20:47

Hello everyone and welcome to the site! Today we will talk about the American Tier 10 Tank Destroyer, which in terms of its design features, general characteristics, and gameplay is very similar to heavy tanks, but at the same time, of course, it has powerful weapons inherent in its class and other features - here is the T110E4 guide .

TTX T110E4

Let's start the analysis of the main parameters of this tank destroyer with the fact that it has a margin of safety that is quite typical for its level and type of equipment, and a fairly good basic view of 390 meters, which can be significantly increased without much difficulty, if desired.

If we touch on the T110E4 booking characteristics, then they are very significant. This vehicle is really good at tanking head-on, because it has a strong turret and a strong VLD. The most vulnerable places here are the bottom sheet of armor and the impressive commander's cupola, which everyone is trying to target.

The mobility parameters of the T110E4 World of Tanks are a moot point. We have a good maximum speed against the background of some tank destroyers of classmates, and the specific power in the amount of 13.52 horsepower per ton is far from the worst result. However, this machine still wants to be called slow, and the fact that the maneuverability here is weak, makes us vulnerable to mobile tanks.

The main distinguishing feature of the T110E4 tank destroyer is the presence of a rotating turret, and although this element rotates only 90 degrees in each direction, such values ​​​​are quite enough for a more comfortable game.

gun

In terms of weapons, everything is more than worthy, but, of course, there are also disadvantages. Let's start with the fact that the T110E4 gun has a very impressive alpha strike, good damage per minute and excellent armor penetration, although not the highest at the level, which allows us to use a minimum of gold shells.

If we recall the shortcomings, the most obvious among them are not the most pleasant indicators of accuracy. Our spread is a bit too big, we don't converge very fast either, and the stabilization is limp on both legs. In view of the last remarks, the T110E4 tank cannot be called very accurate, however, it can still successfully fight at medium distances, while long-range ones are difficult.

Another unpleasant nuance is the fact that our gun goes down only 6 degrees, this is not typical for American vehicles, so it is very important to learn how to take positions correctly in battle.

Advantages and disadvantages

In general, this unit is a very strong machine, its design features and characteristics are a direct confirmation of this. But you can’t do without the presence of minuses, so let’s look at the main strengths and weaknesses of the T110E4 tank destroyer separately.

Pros:
Good frontal armor;
The presence of a rotating tower;
Powerful alphastake;
Good DPM;
Excellent armor penetration.

Minuses:
Weak mobility;
Poor maneuverability;
Low accuracy and stabilization;
Uncomfortable elevation angles.

Equipment for T110E4

To simplify your task of dealing maximum damage, killing as many enemies as possible and increasing comfort in battle, you need to choose the right equipment for the T110E4:
1. - as usual, this module is unbeatable, especially when it comes to tank destroyers.
2. - this option will be very useful, because with it you can fix the missing mixing speed.
3. - although we have a good review, it needs to be improved. With optics, we will be able to play from our light.
If the review is not as important to you as some other characteristics, an alternative to the last point is, giving a boost to several important parameters at once.

Crew training

An even more important point is the training of the crew, because pumping each skill requires a serious investment of time and a mistake is expensive. As for which perks to choose on the T110E4, a very exotic crew with two loaders sits in the car, so everything will not be quite standard:
Commander (radio operator) - , , , .
Gunner - , , , .
Driver mechanic - , , , .
Loader - , , , .
Loader - , , , .

Equipment for Т110Е4

Unlike pumping out perks, the choice of consumables in our case will be quite typical. For those who do not have a good supply of Silver Credits, , and . However, we are often criticized by crew members, and due to the ability to tank, modules often break, so it’s better to carry premium equipment on the T110E4, where the last option can be replaced with .

Game tactics on T110E4

So, we have considered all the characteristics of this vehicle, its strengths and weaknesses, dealt with the installation of equipment, consumables and crew pumping, so it's time to talk about how to play the T110E4.

Of course, you can take a convenient bush, from which a good shot opens up and inflict damage without getting into the light. This way you can play quite effectively, but it will not be possible to fully unlock the potential of this tank destroyer in this way, and the accuracy will fail.

Still, on the T110E4, the combat tactics boil down to being closer to the front line, between the second and first lines. Our armor allows you to tank a lot of damage, while playing from the alpha, sending rivals to the hangar one by one.

Try to turn the hull just a little if you know that they will shoot at you and, on the T110E4 WoT, dance a little, making it difficult to aim at the vulnerable commander's cupola. At the same time, take positions where your NLD will be hidden and arte will be more difficult to throw at you.

We can also say that the T110E4 tank is a one-way vehicle, because often there will not be enough speed to go back and, say, protect the base. This unit is capable of playing the role of a heavy load, but do not let the enemy into your side, spin it and send it to the hangar.

Otherwise, try to constantly look at the mini-map, analyze the situation of the battle and make the right decisions. Don't be left alone, as the American T110E4 World of Tanks Tank Destroyer has a rather long reload time, this can fail if you face a superior number of enemies alone or simply a faster and more maneuverable enemy.