WoT Supertest: Kame

The Kame is a Japanese Tier IX medium tank. Like many Japanese vehicles, it is bulky (especially for a support medium) and has decent protection: the turret armor is 200 mm thick at the front. At the same time, the Kame has good mobility, with a top forward speed of 55 km/h.

The vehicle’s most interesting feature, however, is its 105 mm gun, which deals 330 damage with a single shot and is equipped with a five-shell autoloader and a gun cooling system. The intra-clip reload time is just 1.5 seconds, but the base accuracy is poor. Fully aiming the gun (using the double aiming mechanic) takes 3.5 seconds. This means you can choose whether to quickly discharge the clip in close combat for a damage burst or take your time sniping.

15 thoughts on “WoT Supertest: Kame

  1. What is too much, is too much! WG gets new tanks like on tape instead of fixing turbo games in random mode, mm and other technicalities!

    1. noone ca nfix turbo games, they have very diverse reasons. you can make them less and WG is surely testing multiple solutions there, as they are awarre of the issue.
      NBut they need money to do so and the tank design department gives them that.

        1. tbh, the guy is right. You can’t just magically fix the turbo games. They are the result of a multitude of factors, that built up over the years:
          – improving the speed fo everything (no tanks have bad terrain resitsances anymore, the benchmark for a MT is 50-55 kph (used to be 40-45), the benchmark for a HT is 40-45 kph (used to be 30-35) – unless it’s a superheavy, then it’s 30 (used to be 20-25));
          – improving gun handling all across the board – nowadays you want 0.12-0.14 for hull traverse and movement and 0.06 for turret traverse; back in the day movement dispersion of 0.18 and turret traverse of 0.1 were good – you used to aim a lot more and snap shoot a lot less;
          -improving armour all across the board – we have many very armoured tanks, that are also fast and with great dmg output – think Skoda T56, T-832, BZ-176 or from the new tier 11s – KR-1, BZ-79, T-803; these tanks are capable of pushing a flank almost alone (maybe with 1-2 teammates) and winning it, which leads to quickly flanking the othe flanks and game over in 5 min.

          To slow down the games noticiblty, we need:
          1) enormous maps (2km x 2km) – which WG aren’t making, because they can’t even make 1 km^2 maps, and also the VR cap at 445m and render range cap at 570m will make the flanks of these huge maps very disconnected;

          2) more “you push, you lose” kind of maps, which need a lot of vision or mistakes to do anything – think Prokhorovka, Malinovka (when the hill is lost and one of the teams has retreated to the magical forest), old Airfield, etc. And the community seem to heavily dislike this kind of maps (except for Prokho, which I guess is also hated, when the 2 LTs die in the first 2 minutes).

          In conclusion: 5 min 15:5 games aren’t going anywhere, you just have to be at the frontline doing dmg.

  2. To end the turbo games you have to limit the amount of autoloaders/clip tanks and also the number of high damage tanks per game…
    It’s unfixable

  3. Or you double the amount of HP per tank : that was what they did in 2019 to the lower tier tanks (if I recall correctly)

  4. How is the double aiming supposed to work with a clip? 1.5 second intra clip is pointless if all shots after the first are fucking .6 dispersion. Even at point blank that’s going to be useless

Leave a Reply