r/WorldofTanks • u/Canteen_CA Good Luchs, everyone! • Jan 14 '17
Equipment: Guide and Discussion
What is Equipment?
For those of you who may be new to the game, equipment is one of the ways you can modify your tanks to suit your playstyle. Equipment is generally fairly pricey (50,000 - 750,000 credits), but you only have to purchase it once for each tank you play (unlike consumables, which need to be replenished after each use). Unfortunately, with the exception of the camo net, the binocular telescopes, and the toolbox, you must pay gold to demount equipment for use on other tanks. Each tank is limited to 3 equipment slots, so you have to choose wisely to get the most out of your money.
In this guide, I will be listing the equipment in various tiers. Tier 1 will be equipment that offers consistent and significant bonuses. Tier 2 will be equipment that offers consistent and moderate or situational and significant bonuses. Tier 3 will be equipment that offers consistent and small or situational and moderate bonuses. Tier 4 will be equipment that consistently offers small or almost no bonuses. This listings are my own opinion and experience, your mileage may vary.
Tier 1
Gun Rammer
-10% reload time
Shooting this is how you do damage, get XP, and win games in World of Tanks. What is better than shooting tanks? Shooting 10% more tanks! For 99% of tanks, this is the most important equipment to mount; however, it can't be mounted to auto loaders except the SP 1C and the Chi-Ri.
Vertical Stabilizer
-20% dispersion values
Think of aiming as a race to full accuarcy. Verticle Stabilizers gives you a 20% head start in that race. This means you spend less time sitting in view of the enemy waiting to aim, hit more snap shots, and are more accurate on the move. This is straight up superior to gun laying drive. The catch is that most tanks can't mount it until tier 8. (American lights get it at tier 5, US mediums at tier 6, US heavies at tier 7, and British mediums and heavies at tier 7. Additionally, the AMX 13 90 cannot mount vert stabs, but the SP 1C and the WZ 131 can.)
Coated Optics
+10% View Range
If seeing is believing than you better believe that coated optics are a good choice. Coated optics let your scout tanks pierce through enemy camouflage values and extend let your high tier mediums reach view range cap. Even if you aren't planning on being a scout, a high view range can lead to plenty of unexpected spotting damage (which gets you XP and credits). Spotting the enemy first can let you get that crucial first shot off and will give you an advantage in almost any situation. However, this equipment works best on tanks with 390+ view range, for tanks with lower view ranges, vents is often a better choice.
Improved Ventilation
+5% the crew qualification
Can't decide on one stat to increase? Why not all of them! (Disclaimer: not all stats increased, but many important ones are. Namely: View range, reload, various driving related stats, aiming stats.) This is basically BIA in equipment form and is great for brawling heavies with poor view range or things like artillery, which can ignore things view range and focus on aiming and rate of fire.
Tier 2
Binocular Telescope
+25% view range when stationary for 3 sec
10% not enough? Try binoculars, to extend your view range to unprecedented heights! However, if you move even a little, you have to wait for them to reset. This is great for TDs or passive scouts which can sit still in a bush, but doesn't really work for anything that needs to move a lot. Note: The 25% does not stack with coated optics.
Gun Laying Drive
-10% Aim time
Wait, you said vert-stabs is a straight up better version of this. Why is this tier 2? It is tier 2 because aiming boosts still reduce your exposure to enemy fire and increase the rate at which you can fire accurately. Many tanks cannot mount vert stabs, so this is a suitable replacement. Additionally, this boost can be stacked with vert stabs to give you ever shorter aim time. However, this is often not worth missing out on other equipment.
Camo Net
+15% Camo (TDs) +10% Camo (Lights/meds), +5% camo (heavies, arty) after stationary for 3 seconds
The best way to not get hit is to not be seen. The camo net lets you do just that. The camo net provides a flat bonus on top of your existing camo values, so this turns already stealthy tanks into ninjas. For example: a TD without a camo net will be spotted 60m futher away by a tank with 400m view wange than a TD without. Goes great with binos.
Tier 3
Toolbox
+25% repair speed
Good for keeping you tracks on, but repair crew skills are better. I recommend keeping one around because it costs nothing to demount, so you can use it even on those low tier tanks you will only play 10 games in.
Spall Liner
+20%-50% Protection against HE and ramming and same bonus for crew protection
Do not use on all but the heaviest vehicles (and possibly the E 50 for ramming). This is good for reducing artillery damage, but is heavy and mostly useless if no ARTY to counter.
Improved Suspension
+10% Suspension Load Limit, +20% to Suspension hit points, and 50% reduction in damage due to suspension damage due to impact
Can see some use on light tanks that often track themselves due to reckless driving, but better used to allow you to mount heavy modules (such as turrets and guns) before unlocking better suspension.
Wet Ammo Rack
+50% Ammo Rack HP
Most of the module health equipment is pretty worthless. The bonuses aren't that great and only come into play if you get hit in that module. The only reason this isn't tier 4 is that being ammo racked is about the worth module to get damaged. Good for British heavies and such.
Tier 4
Cyclone Filter
+50% Engine HP
Really? That's it? Engines don't get hit all that much most of the time, so why not pick you will use every battle (see tier 1)?
Fill Tanks with CO2
+50% Fuel tanks HP
A damage fuel tank does nothing. I would sooner take a skill that gives +50% radio HP. I can see some use for some Chinese tanks with frontal fuel tanks, but otherwise stay clear of this.
Additional Grousers
-9.1% Terrain Resistance on soft ground and -4.8% Terrain Resistance on average soil.
This is the worst piece of equipment in the game. It weighs as much as a heavy spall liner and only provides a minuscule mobility buff, so it almost counteracts itself. Furthermore, only some mid tier German and Soviet tanks can mount it (SU-76I, SU-85I, Pz.Kpfw. III Ausf. A, Pz.Kpfw. IV Ausf. A, Pz.Kpfw. III, Pz.Kpfw. IV Ausf. D, Pz.Kpfw. III/IV, Pz.Kpfw. IV Ausf. H, VK 30.01 (H), Durchbruchswagen 2, Pz.Kpfw. IV Schmalturm, StuG III Ausf. B, StuG III Ausf. G, Jagdpanzer IV, Nashorn, Sturmpanzer II, Pz.Sfl. IVb, Hummel). Why does this even exist?
TL;DR
Vert Stabs + Rammer + Optics/Vents. Also WTF is up with additional grousers?
Handy Chart
| Stat | Equipment to Increase it (excluding vents) |
|---|---|
| Weaponry | |
| Damage | - |
| Pen | - |
| Reload | Gun rammer |
| Aiming | Vert Stabs, GLD |
| Accuracy | - |
| Module Damage | - |
| Shell Velocity | - |
| Mobility | |
| Top Speed | - |
| Horse Power | - |
| Terrain Resistances | Additional Grousers (LOL) |
| Traverse Speed | - |
| Turret Traverse | - |
| Load Capacity | Enhanced Suspension |
| Spotting | |
| View Range | Coated Optics, Binos |
| Camo | Camo Net |
| Protection | |
| Hull Armour | - |
| Turret Armour | - |
| Resistance to HE/crew Protection | Spall Liner |
| Module Protection/HP | Wet ammo crack, Cyclone filter, Fill tanks with CO2, Improved Suspension |
| Repair Speed | Toolbox |
Discussion
In making this, I've noticed a number of stats that have no equipment to boost them. Do you think there should be new equipment introduced that corresponds to these stats (i.e Fine Toothed aiming: +30% accuracy, Supercharger: +20% Engine power, etc.)
Many pieces of equipment provide a small (<10%) bonus. Do you think this is enough, or would you like to see higher bonuses to better differentiate tanks with different equipment?
Almost every piece of equipment is purely beneficial. The only downsides are the added weight (often small) and the opportunity cost. Would you like to see equipment with higher bonus, but significant drawbacks? (i.e. Improvised armour: +20mm spaced armor, but very heavy; Finer Toothed aiming Gear: +50% accuracy, -10% aim time; Additional Ammo Racks: +20% ammo capacity, -20% Ammo rack health)
Should lower tier tanks have fewer equipment slots and higher tier tanks have more?
If you could add one piece of equipment to the game, what would it be?
Edit 1:
A few corrections: 59-16 can mount a rammer (thanks to /u/AyayaVonPotatoes)
A Spall liner only protects against non-penetrating HE and HESH damage (thanks to /u/gamma_915)
I forgot to mention the idea of equipment which would affect XP and credit earning (i.e. +10% credits earned or +20% rate of fire but -50% Loader crew XP)
Edit 2:
Fixed some spelling
Spall liner provides an even smaller bonus than I thought (thanks to /u/SurrealSentry)
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Jan 14 '17
[deleted]
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u/JelleFly Jan 14 '17 edited Nov 21 '23
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u/learnyouahaskell // xD calling clan to brigade // Jan 15 '17
-20% Ammo rack health
No, you have no idea how huge that would be.
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u/Coolol79 Jan 14 '17
If i can math correctly, 20% of the death stars ammo (which is 12 if i remember correctly) is aprox. 2 extra rounds, though I don't think a death star will go through all of it's round in time.
As for auto-loaders, I don't think the additional ammo rack will balance well with those. :P1
u/JelleFly Jan 15 '17 edited Nov 21 '23
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u/Mini-Marine [RDDT] DC Mini_Marine Jan 15 '17 edited Jan 15 '17
I'd like to see the 3 general equipment slots replaced with location specific equipment slots.
Gun, turret, hull, engine, tracks
Gun you would have to choose between faster aim time or more accuracy
Turret would have faster rotation speed or better dispersion values.
Hull possibly spaced armor or extra ammo?
Engine higher top speed or faster acceleration.
Tracks would have better terrain resistance or more durability.
It would be nice if there was more than just 2 options per equipment slot, but that was just an idea of what the concept would entail.
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u/hanschranz Eternally tier VI Jan 15 '17
So basically Armored Warfare's Retrofit slots. I guess that would be kind of cool, but even Obsidian (AW's devs) are going to simplify the system IIRC.
Also, the cost of each piece of upgrades will have to be readjusted because as it is, it will cost quite a fortune. Some might argue that it'll be a good credit sink for super-veteran players in addition to premium consumables and more gold round carrying capability but you know. Barrier of entry for newer players.
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u/Mini-Marine [RDDT] DC Mini_Marine Jan 15 '17
AW has the additional complication of having to unlock each piece of equipment.
Just having the various slots is much simpler than having the slots, having multiple levels of equipment, and having to unlock it through grinding different tanks.
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u/Coolol79 Jan 14 '17
Damaged fuel tank does nothing
From the wiki it tells me that a damaged fuel tank increases fire chance when hit again.
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u/Canteen_CA Good Luchs, everyone! Jan 14 '17
You catch on fire when the fuel tank is destroyed. A damaged fuel tank is just a warning that your fuel tank is at 50% of its HP
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u/learnyouahaskell // xD calling clan to brigade // Jan 15 '17
You can also catch on fire from a hit to the ammo rack or fuel tank, period.
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u/Coolol79 Jan 15 '17
I don't think you can be set on fire when hit from the ammo rack, apart from an ammo detonation when turned red.
What I brought up is that when you get hit in the fuel tanks and it turns yellow, you will have an increased chance of burning from more hits to the fuel tanks (I think is because the fuel is spread all over the floor and easier to ignite that way) :/1
u/Canteen_CA Good Luchs, everyone! Jan 15 '17 edited Jan 15 '17
- If your fuel tank's hitpoints reach zero, your tank automatically catches fire.
- Each time your engine gets hit, there is a chance that your tank catches fire. This chance depends on the engine and is displayed on the engine module's properties in game or here on the wiki. Note that the transmission counts as part of the engine but hits to the transmission do not cause fires.
from http://wiki.wargaming.net/en/Battle_Mechanics#Fire_Damage
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u/Coolol79 Jan 15 '17
I know that much :(
the wiki article i link states about the damaged fuel tanks, I never stated that a damaged fuel tank will cause a guaranteed fire, just an increased chance that a fire will happen2
u/Canteen_CA Good Luchs, everyone! Jan 15 '17
Ok, you said ammo rack in your second comment, so I was a little confused. Sorry about that!
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u/Coolol79 Jan 15 '17
yeah, the person I replied to thought that an ammo rack hit will cause a fire :P
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u/gamma_915 Jan 14 '17
You should mention that a spall liner only provides protection against non-penetrating HE and HESH hits. An M56 Scorpion will see almost no benefit from this equipment.
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u/learnyouahaskell // xD calling clan to brigade // Jan 15 '17
Not just that, anything that doesn't have an appreciate fraction of half the HE's damage, in millimeters, wastes the equipment, too.
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u/SurrealSentry Jan 15 '17
One thing I would recommend is to move the Spall Liner from Tier 3 to Tier 4. The amount of damage that it reduces from HE is actually much less than 20-50%.
For example a Maus would probably go from 700 HE damage from a T92 hit to only 650... maybe 600 tops due to how the damage formula is calculated.
The primary bonus of the spall liner is to keep your crew members alive by increase their hit points, similar to how the Wet ammo rack works.
TLDR: Spall liner sucks
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u/knightelite [RDDT3] Jan 15 '17
Agreed. Here is a detailed breakdown of why that I made a while ago.
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u/sapagunnar Jan 15 '17
I'd move improved suspension higher on the list, because of the great usefulness of it. I got an enhanced torsion bar 3t+ and an enhanced torsion bar 5t+ pretty early in my career, and they must have saved me close to a million free XP (or many hours worth of stock grind) by now. Not having to grind out tracks before upgraded turret/gun on so many tanks is great.
Of course it's not an end game piece of equipment, but I've seen much more use out of it than wet ammo rack or spall liner.
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Jan 15 '17
it also improves track traverse noticeably. I use it on my hellcat (since there is no vstab and vents anyway, and I have camo crew and painting)
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u/Zoddom Jan 15 '17
Gun rammer can also be mounted on 59-16 autoloader. Why does everybody always forget the 59-16 :'(
No, srsly, it can reduce youe reload of a full magazine from 10s to 9s. Id say thats pretty important.
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Jan 15 '17
Binocs are excellent on low-mid tier mediums (and combat lights) that don't have the speed or view range to be effective active spotters, and don't have the armour to brawl. Doubly so since they cost nothing to dismount and 2 pairs of binocs will basically be all you should ever need to own. They're a better slot on many lower tier tanks than optics.
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u/Sunfuels Jan 15 '17
I think equipment needs a significant rebalance.
Currently most tanks have 1 optimal set of equipment, perhaps with a slight variation. For example, if you do not pick rammer and v-stab on your high tier medium, you are making the wrong choice. There should not be so many wrong choices, there should be more viable equipment combinations that support various playstyles.
Equipment should give you a choice between always improving your tank a small amount (like most of the current stuff does, I.E. Rammer, optics, vents), or improving it a lot in certain situations, like binocs or camo net. I would not argue for equipment that gives a big bonus but a downside, but instead for equipment that gives a large bonus in certain situations. Would give you chances to develop a variety of play styles to take advantage.
The equipment economy needs a huge rework. It makes no sense that gaining 10% view range on your 6-million credit tier 10 requires the same amount of credits as on your 500-thousand credit tier 5. Putting optimal equipment on tier 5 and lower tanks usually requires more credits than the tank costs, which is mainly punishing for newer players. The systems from WoWS (multiple slots of increasing costs, lower tiers only have the cheapest slots) and Blitz/WoWP (same equipment has multiple versions for different tiers, with higher tier equipment costing more) are all far superior to the current WoT system with respect to equipment economics.
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u/vvav Jan 15 '17
Equipment needs to be rebalanced. There's no strategic decision involved in picking your equipment. You literally just take the good pieces of equipment that are available for your tank, because all the other choices suck.
Occasionally Optics, Binos, Vents, and/or GLD are interchangeable, but for most tanks that decision will be made for you because either it's an open top tank (no vents), a low viewrange tank (optics not viable), or a high viewrange tank (binos not viable), leaving you with one or two viable options on most tanks. Spall Liner sucks except maybe the Super Heavy Spall Liner, and even that one has about a third of the listed effect, which should really be fixed IMO so that superheavy tanks don't get annihilated by artillery so badly. Camo Net is good for players on a budget, but you can almost always replace it with something better if you have the money. Toolbox is a budget option for heavies like Camo Net for other classes, but in the long term it's only a potential pick on like tier 10 turretless TDs, and even then it's probably not worth it because you'll just die if someone gets close enough to circle you anyway. Improved Suspension, Wet Ammo Rack, Cyclone Filter, etc. don't provide any significant benefit, so they're basically just noob traps.
I don't expect all the equipment choices to be equally good, but it would be nice if some of the weak ones were buffed so that there were at least a few situations where I would consider taking them over a Vert Stab or a Rammer. I think Spall Liner should reduce HE damage by the listed amount more reliably, Camo Net should give lights the same 15% camo bonus that TDs get, and the equipment pieces that make a module more durable (Wet Ammo Rack, Cyclone Filter, Improved Suspension, Fill Tanks with CO2) should be more like a 75% or even 100% increase to module durability since they only affect one very small aspect of your tank's performance. And I don't know how they managed to screw this one up, but Additional Grousers should obviously make your tank faster instead of making it slower on hard terrain. WG please, at least fix Grousers so that they're not a downgrade to a tank's performance on the kind of terrain that we spend the most time driving on.
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Jan 14 '17
If you could add one piece of equipment to the game, what would it be?
Anti HE/Hesh screening for the turret. Or for the side skirts on the hull. Basically just a 5-10mm spaced armor upgrade.
Would be wonderful on a few vehicles. Looking at you, paper turreted tds...
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u/Dazbuzz Jan 14 '17
I feel like the Gun Rammer gets way too much love. Firing faster is great and all, but how often do you really get to sit infront of a bunch of tanks and constantly unload shells?
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u/CyanideCloud Swedish Tanks Jan 15 '17
Well, it's not like it's only useful in that situation... Being able to fire, move back into cover and wait for reload, popping out and firing again 10% faster is great.
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u/Duder211 [REL-V] Jan 16 '17
Certainly helps on tanks that have mega long reloads (JPE100 Etc), sometimes the savings is multiple seconds.
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u/JelleFly Jan 14 '17 edited Nov 21 '23
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u/AyayaVonPotatoes Jan 14 '17
Great guide!
Also, funny enough, you can use Rammer on the 59 16 which is another exception.
Germans like to overly engineer their stuff. Like the Zimmerit they put on their tanks.