Supertest – Tier III Polish Tank: 10TP

Rememeber, the stats might change in the future. 10TP is distinguished by its Christie suspension.

10TP (LT-3, Polska, standard). Parameters:

Tier: LT-3, Polska, standard
HP: 230
Engine: 220 hp
Mass: 12,56 t
Maximum load: 14 t
Power-to-weight: 17,52 hp / t
Max speed/Min speed: 50 / -20 km / h
Hull turning speed: 45 °/s
Turret turning speed: 37,5 °/s
Terrain resistance values: 0,767 / 0,959 / 2,205
View range: -10 m (unknown first digit)
Radio range: -65 m (unknown first digit)

Hull armor: 20 / 20 / — mm
Turret armor: 18 / 16 / — mm

Gun: 47 mm kan m/38 strv

Alpha Damage: 75 / 75 / 90
Penetration: 62 / 78 / 24 mm
Rate of fire: 13,333 rounds/minute
Damage per minute: 1 000
Reload time: 4,5 s
Accuracy at 100 m: 0,384
Aiming time: 2,21 s
Depression/Elevation: -12 ° / +20 °

Aim spread:

  • after firing: 3,356;
  • during turret rotation: 0,134;
  • during vehicle movement: 0,221;
  • during vehicle rotation: 0,221;
  • during turret rotation at maximum speed: 4,83;
  • at maximum vehicle speed: 11,03;
  • at maximum vehicle rotation speed: 9,92.

Gun: 47 mm SA37

Alpha Damage: 55 / 55 / 70
Penetration: 66 / 98 / 24 mm

Gun: 47 mm SA35

Alpha Damage: 55 / 55 / 70
Penetration: 45 / 79 / 24 mm

Gun: 37 mm Bofors wz. 37

Alpha Damage: 40 / 40 / 45
Penetration: 34 / 67 / 24 mm

Guns:

More pictures:

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Supertest – Tier II Polish Tank: 7TP

The stats below might change.

7TP (LT-2, Poland, standard). Parameters:

Tier: LT-2, Polska, standard
HP: 190
Engine: 140 hp
Mass: 9,21 t
Maximum load: 11,80 t
Power-to-weight: 15,2 hp / t
Max speed/Min speed: 35 / -18 km / h
Hull turning speed: 45 °/s
Turret turning speed: 36,5 °/s
Terrain resistance values: 0,959 / 1,055 / 2,205
View range: 300 m
Radio range: 300 m

Hull armor: 17 / 13 / — mm
Turret armor: 18 / 16 / — mm

Gun: 40mm Działko czołgowe Dł. 55

Alpha Damage: 55 / 55 / 70
Penetration: 55 / 71 / 23 mm
Rate of fire: 22,347 rounds/minute
Damage per minute: 1 229,1
Reload time: 2,685 s
Accuracy at 100 m: 0,403
Aiming time: 2,21 s
Depression/Elevation: -12 ° / +20 °

Aim spread:

  • after firing: 3,836;
  • during turret rotation: 0,134;
  • during vehicle movement: 0,23;
  • during turret rotation: 0,23;
  • during turret rotation at maximum speed: 4,7;
  • at the maximum vehicle speed: 8,05;
  • at the maximum vehicle rotation speed: 10,36.

Gun: 37 mm Bofors wz.37

Alpha Damage: 40 / 40 / 45
Penetration: 34 / 67 / 24 mm

Gun: 47 mm QFSA

Alpha Damage: 55 / 55 / 70
Penetration: 45 / 70 / 23 mm

Guns:

More pictures:

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Supertest: Tier I Polish Tank – 4TP

We start with the 🇵🇱 4TP, a tank based on the Vickers Carden Loyd tank.

The stats might change in the future.

4TP (LT-1, Poland, standard). Parameters:

Tier: LT-1, Polska, standard
HP: 120
Engine: 100 hp
Mass: 4,84 t
Maximum load: 6,5 t
Power-to-weight: 20,66 hp / t
Max speed / Min speed: 35 / -12 km / h
Hull turning speed: 45 °/s
Turret turning speed: 35 °/s
Terrain resistance values: 0,959 / 1,151 / 2,014
View range: 280 m
Radio range: 300 m

Hull armor: 11 / 8 / — mm
Turret armor: 10 / 8 / — mm

Gun: 47 mm QFSA

Alpha Damage: 55 / 55 / 70
Penetration: 45 / 70 / 23 mm
Rate of fire: 13,953 rounds/minute
Damage per minute: 767,4
Reload time: 4,3 s
Accuracy at 100 m: 0,44
Aiming time: 2,5 s
Depression/Elevation: -8 ° / +15 °

Aim spread:

  • after firing: 4,00;
  • during turret rotation: 0,16;
  • during vehicle movement: 0,28;
  • during vehicle rotation: 0,28;
  • during turret rotation at maximum speed: 5,6;
  • at maximum vehicle speed: 9,8;
  • at maximum vehicle rotation speed: 12,6.

Gun: 20 mm wz.38 FK-A

Alpha Damage: 11 / 11
Penetration: 30 / 47 mm

Guns:

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Supertest: Kharkov

Today we’re commencing a new stage of the Kharkov map test. This time, we’re going to try a version similar to the last one but stripped of its drawbacks. We plan to get rid of super-fast battles, to give every class a chance to shine, and to increase the playability of the open space by making it more suitable for mobile light and medium tanks.
So what does the new version of the map look like?

1. The central square now has less entrances and even less exits. There are a couple of two-way passages (marked in green on the minimap) and also two one-way access points (marked in red; you can only drive in through these, not out). It’s much easier now to control the square’s exits, and this should decrease the amount of unexpected flanking manoeuvres and breakthroughs behind the lines—even if one of the sides has ignored this corner of the map completely.
2. The central city blocks haven’t changed. It’s this particular part of the locale that creates Kharkov’s signature gameplay: close quarters combat that can unfold in a myriad of ways. We’ll try to keep the central city blocks as they were on the previous release version of the map.
3. The city blocks near the bases have lost many buildings and piles of rubble. They were making this zone a labyrinth and impeding vehicle movement.
4. The outskirts of the city have received several covered positions on each side, allowing you to control or ‘light up’ the open part of the map. From here you’ll also be able to support your allies  who are engaged in urban warfare.
5. The open part of the map now offers more cover and has more key points. The changes applied should help light tanks and mobile mediums use this zone for flanking moves or for dashing into the enemy base. We’ve also added some bushes that may serve as spotting or firing positions (rather risky ones because the distance to foes is going to be small).

Depending on test results, we’ll decide which revision of Kharkov works the best.

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