What equipment to put on t57 heavy. Tank T57 Heavy, World of Tanks: review, guide, characteristics, secrets. Consider fighting techniques

And other developments of Soviet designers made a strong impression on the US military. They were forced to look for an adequate answer. As such, in the first half of the fifties, the M-103 was proposed, also known as the T43E1 with a 120 mm rifled gun. However, other options have also been developed. One of them was the T57 Heavy. The designers took the T43E1 chassis as the basis and proposed to install a oscillating turret on it. It housed a 120 mm cannon with an automatic loader. The drum for 8 shells could be filled with unitary shots in almost any conditions. True, the total ammunition load, due to the relatively small size of the tank, was only 18 shells, which was clearly not enough to conduct a long battle. Despite this and other design flaws, one copy of the T57 Heavy was nevertheless made. But things didn’t come to testing - the priorities shifted towards lighter and better armed vehicles. And on January 17, 1957, the project was closed. Two produced towers were dismantled for spare parts, the remaining chassis were sent to army warehouses for further use.

In World Of Tanks, the T57 Heavy is a heavy American tank of the tenth level, and as you may have guessed, this video guide park is dedicated to it.

Firepower

Firepower is the main advantage of the T57. The gun aiming time of 2.7 seconds is a good indicator for a heavy tank of the tenth level. Spread when fired 0.35 meters for every 100 meters. Thanks to its good accuracy, the tank can successfully fight at medium and long distances. Average one-time damage - 400 units. At first glance, this is not enough, but it must be taken into account that the T57 has a drum loading system. The average penetration of armor-piercing shells is 258 millimeters. This is a good indicator for a heavy tank of the tenth level. The upper frontal part, 33 mm thick, is located at a good angle. Reservation of the remaining parts of the hull is conditional. The board is 50 millimeters without slopes, it breaks even with high-explosive fragmentation shells, so you need to play extremely carefully and try not to get under the artillery shots. The forehead of the tower is 127 millimeters, has good angles of inclination, which often leads to ricochets and non-penetration. Board 137 millimeters. Due to the unusual shape of the turret, the projectile can ricochet off the side.

Booking

In general, the T57 Heavy is lightly armored. In addition, it also has vulnerabilities: the lower armor plate is large and easy to hit, the upper part of the turret is easily penetrated even by high-explosive fragmentation shells, there is an ammunition rack along the side of the hull - a projectile hit here can cause a tank explosion. The back of the tank - the engine and tanks are located here - getting into the stern can cause a fire with very sad consequences for the T57. The strength of the tank is 2250 units. Given the relatively ricochet booking, this is enough to take several shells. The main thing is not to get carried away and leave the line of fire in time. After all, breaking through the T57 tank is not difficult, and every third player knows how to do it. The review is 400 meters - no different from most heavy tanks of the tenth level.

Let's summarize.

Weaknesses of the T57 Heavy are low speed, insufficient armor for a heavy tank of the tenth level, high dependence on the team due to a long reload time. The main advantages are the drum loading system, high armor penetration, good accuracy and gun depression angles.

Consider fighting techniques.

The T57 Heavy is a second-line tank, its main task is to fire at medium and long distances on allied intelligence and support attacking first-line tanks. But with proper interaction with the allies, the machine also works excellently in close combat. The following tricks will be the most optimal: in battles where opponents roll out to shoot from cover, the T57 loses due to low one-time damage. In such a situation, our task is to catch the moment when the opponent leans out at an unfortunate angle, shoot at the front roller and knock down the caterpillar with damage. After that, hit in the same place until you empty the drum, and then go to reload in a safe place. So you can use the drum loading mechanism as efficiently as possible. Due to the high accuracy of the guns, long-range combat will be a successful method of combat. In this case, you can freely go to reload without much need for cover from the side of the team. Just do not rush to discharge the entire drum at once, try to shoot for sure. With this tactic, it is very important to remain unnoticed as long as possible. In case of danger, immediately change position. Thick bushes are ideal for tank camouflage, the more the better. The time between shots is only 2 seconds, which allows you to use the tank aggressively. To do this, we choose the right moment, we go to the enemy, and in a short period of time we inflict about one thousand six hundred points of damage. It must be remembered that after the fourth shot, a long reload begins. Your tank will be helpless, so use this technique carefully, keep an eye on the actions of not only opponents, but also allies, and hope for cover from their side. For an effective game, the following equipment can be installed on the tank: improved ventilation, vertical aiming stabilizer, reinforced aiming drives. This set is suitable for aggressive play.

Equipment for the T57 Heavy and crew skills

For a passive style of play, the following equipment is suitable: a camouflage net, a vertical aiming stabilizer, and reinforced aiming drives. Of the crew skills, the most effective are the following: commander - sixth sense, repair, disguise; gunner: repairs, smooth turret rotation, camouflage; driver: repair, off-road king, disguise; loader: repair, non-contact ammo rack, camouflage.

Combat tactics

Let's talk about combat tactics. The T57 Heavy is a very formidable opponent both in the open and in the city. Its mobility and excellent guns make it possible to fight effectively in any conditions.

Tactics on Fisherman's Bay

Let's take a look at the T57 battle tactics using the example of the Fisherman's Cove mixed-type map. Here it is best to go to the village or the city. If you decide to occupy the village in the center of the map, then you need to stand behind the house. From here, you will be able to attack the targets detected by the allies. Try to choose a tank that has already fired or is distracted. If the enemy develops an attack in the city, then he supplies you with a board and stern. You will help the team a lot by shooting at the weak spots of enemy vehicles. But remember that after the shot, your position will be revealed. The best way to fire is to roll out, quickly unload the drum, and immediately hide behind the houses. If the allies managed to repulse the attack, then it makes sense to join them. During a firefight in the city, we begin to drive around the corner half a second later than the allied heavy tank. The meaning of the maneuver is that the enemy will most likely shoot at him, and will allow you to realize the damage of the entire drum without harming yourself. After the shot, it is not superfluous to warn that you are reloading - such joint actions allow you to more effectively fight. If the enemy pushed through the alley, then you need to return to the center of the map. Hiding behind houses, you will be able to destroy enemy tanks that are moving towards the base. The drum allows you to completely bring down the capture of the base. To do this, you need to make one shot at each invader.

T57 Tactics at the Airfield

On the open map "Airfield", you can also play through the center, taking a convenient position in square E5. Here you are covered from enemy artillery attacks, and thanks to excellent vertical aiming angles, you can easily support allies in the center, shooting enemies that are much lower than you.

Pay attention to the stones on line B. Often, under their cover, enemy light tanks try to drive through. If this happens, from here you can easily destroy them. But the main task of the tank in this position is to help the allies in pushing through the E and D lines. Distract the enemy, attack those tanks that either do not look at you or have already fired back. Remember, most of the open places are shot through by artillery, so try to take positions so that there is always an obstacle between it and you. If the enemy pushed through the water, we attack those tanks that climb the mountain to the base. First of all, destroy tanks with a small number of hit points - it's faster and easier to reduce the number of potential invaders. Play for time so that the allies have time to return or capture the enemy base. When playing on the T57 Heavy, remember the main thing - a dead tank does not deal damage. So take your time and weigh your every step. Discharging the drum and dying is the main mistake of beginners. Try to survive - this is the key to success. That's all. We hope that the World of Tanks video guide on the US T57 Heavy tank will be useful! Good luck on the battlefield!

Experienced heavy tank T57 developed in the USA in the mid-50s, is a slightly modified T43 tank. On October 12, 1951, it was decided to create experimental heavy tanks with the main armament in the so-called "rocking" turret and with an automated loading system. The idea of ​​a "rocking" tower was borrowed by American engineers in France, where by that time similar towers had already been installed on the AMX-13 and AMX-50 tanks. The new American tank, designated T57 (according to American post-war terminology - “120-mm cannon tank T57”), was to be based on the chassis of the T43 tank and at the same time have a “rocking” turret with a 120-mm gun on heavy external trunnions.

tank hull T57 borrowed almost unchanged from the M103, but the turret... The tank was equipped with a oscillating turret - a type of tank turret in which the gun is fixedly mounted in the upper half of the turret, which oscillates on trunnions relative to the swivel lower half. Such a tower has a number of specific advantages and disadvantages over traditional towers. The main advantage of the oscillating turret over traditional turrets is the immobility of the upper part of the turret relative to the gun, which makes it possible to use the simplest loading mechanism in it.

The tower consisted of two cast parts, hinged together. The lower one relied on a roller shoulder strap and provided horizontal guidance of the weapon, as in traditional designs, but the upper part, which was actually a tower and contained weapons, jobs for three crew members and part of the ammunition load, was made swinging on a horizontal transverse axis, to ensure vertical guidance. The automatic loader was located in the massive rear of the turret and consisted of a feeder and a drum for 8 unitary shots, located under the gun's bolt. Three types of ammunition could be loaded into the drum, driven by a hydraulic rammer, the choice of which was made by the gunner or tank commander. Spent cartridges were ejected through a special hatch on the roof of the tower.

For loading, the projectile was first removed from the magazine back and up, into the rammer tray, then the tray was brought into the loading position, coaxial with the bore, and sent the projectile into the breech. The magazine, rammer and gun swung together, so it was not necessary to bring the barrel to a certain position and the loading process did not depend on the elevation angle.

The gun was a 120-mm rifled gun T123E1, but modified to use unitary rounds. Unusual was the rigid mounting of a gun of such a large caliber in the turret, without any recoil devices. Therefore, a hydraulic drive was used to open the shutter, which automatically worked after the shot. The role of the loader was to replenish the magazine from the stowage in the hull, which contained an additional 10 rounds, thus providing an ammunition load of 18 pieces. According to the US military, this was clearly not enough. A 7.62 mm machine gun was paired with the gun (on the left), and a telescopic sight was on the right.

The large size of the moving part in the oscillating tower created a number of problems. One of them was the additional area, and, accordingly, the mass of the armor needed to provide protection at any elevation angles of the gun, compared to traditional turrets, where this role is played by a relatively small gun mantlet. The aft niche of the turret, swinging along with the gun, also limited the maximum angle of elevation of the gun, resting against the roof of the rear of the hull. In addition, the relatively large gap between the top and bottom of the turret made it difficult to pressurize it to overcome deep fords or to protect against weapons of mass destruction, which became an important requirement for tanks in many countries in the 1950s and 1960s. An equally serious drawback over time was the extreme difficulty in stabilizing the gun in a vertical plane, due to the large mass of the moving part.

The location of the crew seats in the turret is standard for American tanks - the gunner is to the right of the gun, the tank commander is behind him and the loader is to the left of the gun. Above the commander's seat is a small turret with six T36 prismatic observation devices and a turret for a 12.7 mm anti-aircraft machine gun. The second hatch is for the loader. Both hatches are mounted on a large plate that formed the middle part of the roof of the tower, which could be opened using a hydraulic lift to facilitate access to the mechanisms of the tower. The driver's workplace remained unchanged.

Given the innovativeness of the project T57, work progressed slowly, and by the time two towers were ready (one of them was installed on the T43E1 chassis), interest in the project had cooled down. Although the construction of prototypes was started by the mid-1950s, all work on them was stopped in 1957 before the assembly of prototypes was completed. After the negative results shown by the completed prototypes of medium tanks in tests, military interest in the oscillating turret concept dropped significantly. A shift in priorities towards the development of small, airborne tanks led to the cancellation of the project in January 1957, before a prototype had reached operational status and could be tested. Not a single photograph of the assembled T57 prototype has survived.

Tactical and technical characteristics of the T57
Combat weight, t: 54.4
Crew, people: 4
Overall dimensions, mm:
length 6992
length with cannon forward 11412
width 3632
height 2654
clearance 457
Armor, mm:
hull forehead 127
side of hull 51
tower forehead 127
side of the tower 137
Armament: 120 mm T179 gun
one 7.62 mm M1919A4E1 machine gun
one 12.7 mm anti-aircraft machine gun M2HB
Ammunition: 18 rounds
3425 rounds of 7.62 mm
3000 rounds 12.7 mm
Engine: carburetor, "Continental" AV-1790-5С
power 810 hp
Highway speed, km/h: 35.2

Every self-respecting player in World of Tanks sets a goal for himself. Without this, any entertainment becomes inexpressive and boring. Therefore, whether you are a pro player or just a beginner, you must be aware of exactly what you are moving towards and what kind of car you would like to drive at high levels. Today we will review and compare the T57 Heavy and Amx50B tanks.

Modules

The most basic thing a tank commander should know is what equipment is installed on his vehicle. There are many options and parts that can be used on each specific model, however, only certain modules will be the most effective and efficient. So, we present you the T57 Heavy guide.

  • Tower. The T169 model will fit well in this place. It has a view of up to 400 meters and a relatively high turning speed for a heavy tank. Its only downside is armor. Fifty millimeters from the rear is prohibitively small, as it makes the vehicle vulnerable to medium and some light tanks.
  • The 120 mm T179 gun has high penetration for all types of projectiles. We can say that in a duel of two T57 Heavy they will be able to inflict damage on each other without any problems.
  • The Continental AV-1790-5C engine produces 810 hp. s., which is very small even for a heavy tank. As a result, its maneuverability and ability to quickly relocate suffers.
  • The chassis of the T97, coupled with the engine, does not allow the tank to accelerate to a decent speed.
  • And finally, the AN / VRC-3 radio station, which provides communication at a distance of up to 745 meters.

Crew

Continuing our tank guide, we have reached an equally important component of your vehicle. No wonder they say that the war is won not by weapons, but by people. Properly selected professions and skills will make T57 Heavy even stronger.

So, the full crew of this tank consists of four people - the commander, gunner, loader and driver. Each of them should learn repair and disguise skills. And also it would not be superfluous to add "combat brotherhood". Just keep in mind that this skill works when all crew members have fully studied it, and does not fit with the "combat girlfriends" skill.

The remaining two places for each crew member must be taken by the most advantageous skills.

  • The commander must know "radio interception" and "sixth sense". This will allow you to detect the enemy on the way, if you have taken a convenient place for protection.
  • The gunner is simply obliged to have the skills "smooth turret turn" and "sniper". They will increase your chances of hitting the enemy and his modules.
  • The driver is responsible for the movement of the machine. Due to the low maneuverability and engine power, you will need the "king of off-road" talent, and to make it easier to shoot while moving - "smooth ride".
  • The charging choice is not much. "Contactless ammo rack" will reduce the chance of detonating ammunition, and "desperate" will increase the reload speed when durability drops to a critical level.

Probably, our review of tanks in World of tanks has already borne fruit, and you have learned a lot of useful information. But that's not all. Next, we will look at the equipment that should be taken with you into battle.

Equipment

In addition to basic parts and human resources, you can strengthen your car in other ways. For example, by purchasing consumables before the battle. What to put on T57 Heavy? Equipment must be chosen carefully, with an eye on future tactics.

  • In any case, you will need a "vertical stabilizer" and "reinforced aiming drives". Both of these items will provide greater accuracy when firing from a stationary position.
  • In third place, either "improved ventilation" to increase the efficiency of the crew, or "enlightened optics" to increase the viewing radius is suitable. Decide for yourself what you need.
  • A first aid kit and a repair kit are required.
  • Depending on what you took as the third skill, you can choose either "Coke of Cola" to improve skills, or "Hand Fire Extinguisher" if you have "ventilation".
  • The last item is ammunition. Remember: the vast majority should be armor-piercing. Self-propelled guns and light tanks are easily destroyed with 1-2 shots, and you are not alone in the team. Therefore, a 28-8-0 or 20-16-0 layout will work well for you.

Match

So, you "bought, shod and dressed" a car, as our tank guide says. If you think that now no one is your enemy, then you are deeply mistaken. Much will depend on your personal skills and "feeling of the battle." But even with 100% mastery, there are some tips for handling this tank.

  • You are not a stormtrooper. Going forward, diverting attention to yourself and taking the first blow is not about you. Despite the fact that you are a heavy tank, low armor values ​​will not allow you to face the enemy head-on.
  • In open areas, you will be an excellent target. Even without taking into account the self-propelled guns, the low rate of side armor will not protect against hits in the ammo rack.
  • Rear attack. If you plan to quickly drive through the city and go behind the back of the enemy, in 70% of cases the idea will turn into a failure. T57 Heavy has too low maneuverability and speed for this.

But what to do then, asks the Heavy player? You are "a crouching tiger, a hidden dragon" rolled into one. No, you are not destined for the fate of PT and hide and seek in the bushes. But it's not worth jumping ahead.

  • Launch light tanks of illumination forward.
  • Let heavy tanks with increased armor score start a fight.
  • Your task is to slowly go around the enemy, go to their side and finish them off.
  • A rapid-fire magazine will allow you to take out several opponents at once. But don't stray far from your allies. While reloading, you will be very vulnerable.
  • Don't get involved in close combat. You have high enough accuracy to shoot from a distance.

Advantages

Continuing the review of tanks in World of tanks, it's time to draw some general conclusions. Based on them, you can think over your own battle tactics and try to follow it.

  • One cooldown is enough to deal up to 1600 damage.
  • The armor is set at the perfect angle, which increases the chance of ricochet.
  • Good shooting angle.
  • Fast reload.
  • High armor penetration rates.

Flaws

  • Low self-armor.
  • Little speed.
  • Small ammo.
  • Ineffective in solo play.
  • It takes a long time to come down.
  • The ammunition rack often explodes.

Comparison

One of the many questions players get to level 10 is deciding which vehicle to ride. Same with our tank. One of the compromises that an experienced "tanker" is ready to make is the choice of which is better: T57 Heavy or AMX50B.

We will not give a full description of this tank model, but simply present a brief comparison of this technique.

  • The French tank has lower armor values ​​both on the turret and on the hull. In addition, it has a lower margin of safety.
  • At the same time, it makes it a bit lighter, making its top speed nearly double.
  • As for weapons, the level of armor penetration and damage are about the same. But at the same time, the "Frenchman" loses in the rate of fire due to the long reloading of the clip.

As a result, it can be said that the AMX is more suitable for surprise rear attacks and maneuvers. While the "American" is designed for attacks from afar. What suits your style of play is more up to you.

Summary

The T57 Heavy is a real killing machine. The high rate of fire and good speed for a heavy tank are well suited for fighting in the city or defending selected terrain. The player who has chosen this tank as the main tank must be prepared for the fact that the fate of the match rests on his shoulders. After all, it is he who, in the late stage of the game, is able to quickly and effectively remove the “unfinished” enemy from the field.

Unfortunately, this machine is not suitable for a single game. You will not be able to "pull" the team if it is quickly destroyed. Therefore, for those who want to decide the outcome in a battle alone, it will be better to find another tank for themselves. For those who prefer to play in a team, this "device" will be a real find. After all, a high level of penetration and damage (almost the highest among tanks of this level) will allow you not only to help your allies who got stuck in a firefight, but also tip the scales in your favor.

Well, you have reached the crown of this difficult, but very interesting branch. Our last guide is about a car that was threatened to be nerfed, nerfed and is going to be nerfed, because in the right hands it can greatly influence the outcome of the battle. Meet T57 Heavy

The car is the crown of development, therefore it is presented in the game at level 10. Accordingly, to open it, we need to earn 250,000 experience on the previous machine and accumulate 6,100,000 credits. However, the expenses will not end there, because we still need to install additional equipment, apply camouflage and land a more than good crew. Let's start with the last one.

Since the car is level 10 and its contribution to the overall victory is not just great, but huge, we need to land 100% right away, since the crew from the previous car is completely the same, only the class is different. This can be achieved in several ways:

  • The most profitable is to simply retrain for gold, since the class of the previous vehicle is ST, and this tank is TT. Gold will simply remove this difference, completely preserving all the experience of the crew. Personally, I advise you to use it. The only negative is that you have to pay money. The cost of such a transplant will be 200 * 4 = 800 gold (during promotions 400), the amount is not that big ...
  • Retrain for silver, dropping all perks from our crew. We will lose a fairly large amount of experience, but we will immediately get 100% without money. The cost of such a transplant is 40,000*4=160,000 credits.

Also, do not forget about camouflage, because it will add stealth to us. Personally, I recommend applying it, because in some situations it is he who will play the most important role. The cost of applying camouflage for 30 days is 100,000*3=300,000 credits.

Equipment

I see no reason to publish the research tree of this machine, because there is nothing to explore there. Now you can just play for fun =) However, I would like to consider each module separately

An excellent weapon with good accuracy, damage and penetration. By tradition, the gun is equipped with a loading drum for 4 shells of 400 units. damage with an average cooldown of 23 seconds. Also excellent angles of declination.

The tower is identical to the previous car. The same rational tilt angles, a view of 400m and a turning speed of 36 degrees / s.

Our standard radio with a range of 745m. This is more than enough.

The engine provides good dynamics and has a standard 20% chance of catching fire when hit, which means that you need to carry a fire extinguisher.

The chassis allows the car to turn on the spot at a speed of 30 degrees / s. More, perhaps, there is nothing to say.

Advantages and disadvantages of the machine

pros

  • Great tool
  • Fast drum reload
  • High damage per minute
  • Excellent vertical aiming angles

Minuses

  • average speed
  • Relatively weak booking

Balance weight

Vehicles of level 10 and, accordingly, take part in battles of levels 10 and 11. We are comfortable playing everywhere, so you should not worry about this.

Profitability

The car is at level 10, and the 10th level does not farm. Doesn't farm at all. Of course, it is possible and necessary to play at 0 or plus, but unfortunately, it will not work for earning silver.

Tactics

We are exactly the same T54E1, but at level 10. Our reload time has decreased, while damage and armor penetration have increased. As before, we cannot play in the forefront due to armor and complete uselessness during reloading, as before, we should be wary of artillery and play the role of support. Well, in general, perhaps everything. It makes no sense to teach you how to play at level 10, especially since all the cars from this branch, despite the difference in class, had one thing in common - a loading drum. Just think and play. In such a combination, the game will turn into a fan, and the results will be more than excellent.

Optional equipment

  • Stabilizer vert. pickups
  • Fan
  • Optics/Drives

Equipment

  • repair kit
  • first aid kit
  • Fire extinguisher

Additional skills for the crew

Commander

  • Sixth sense/repair
  • Handyman

gunner

  • Sniper/Repair
  • vindictive

Fur. driver

  • Repair / off-road king
  • Cleanliness and tidiness

Charging

  • Repair
  • Non-contact ammo rack

Video

Tank T57 in WoT- top drummer from the alternative branch of American heavy tanks (although the only TT in this branch is the T57). The most important advantage of the machine is certainly its weapon with a loading drum, which is capable of inflicting huge damage at the moment.

The article was written on 01/27/2014, with update 0.8.10

Nicknames:

  • "Havik" - for the English word "heavy" in the name of the car;
  • "Drummer" is a nickname that combines all equipment with an automatic loader.

Interesting on the topic:

Description:

T57 appeared in the game on December 06, 2012, along with update 0.8.2. The machine immediately interested many players. Everyone was very impressed with his drum and an interesting way of pumping. Some tankers get nervous at the sight of him, even when the "hevik" is standing and reloading, because they do not always know that the enemy is on cooldown.

Research and leveling:

The branch on which our drummer is pumped is unique. It contains both light tanks and medium ones, and our ward T57 completes everything. It is pumped out from the T54E1 medium tank, for this you will have to gain 250,000 experience on a top-end vehicle, and then also spend 6,100,000 silver to buy a vehicle.

The only non-unique T57 module is the radio, which is also found on the T110E5, T110E4, T110E3. Good thing you don't have to download anything.

The engine is weaker than that of our fellow T110E5 by as much as 65 hp. (810), despite the fact that the tank is almost a ton heavier. This slightly affects our dynamics, despite the fact that the running gears are almost identical.

The tower has an interesting ricochet shape, from which shells often ricochet, falling not only on the forehead, but also on the sides. We have terrible cardboard on top, the damage of the artillery suitcase can go completely, try to always stay close to shelters.

Characteristics of a heavy tank:

Tool:

The most relish of the T57 is in its T179 120 mm gun. The nearest similar guns are the French SA45 120 mm, from the AMX 50b drummer and the American M58 120 mm, from the T110E5. But we will only compare the T179 with the SA45, since it also has a drum.

Hevik charges faster than its French counterpart and can spit out 4 rounds in less time. At the same time, they have the same accuracy, although the American aims faster (0.27 versus 0.30 for the AMX) and his convergence is less prone to increase after the shot (3.5 versus 4.0 for the French). Even the American has the best UVN indicators, this property is inherent in all the technology of this nation.

But that's where the positives end and the harsh truth of life begins. And so, here are the minuses of the T57 gun, compared to the AMX 50b: less ammunition - 36 versus 56, more dispersion coefficient when turning the turret - 0.14 versus 0.1, the visibility of the shot is higher than that of the Frenchman.

The flight speed of the T179 projectile is impressive - 1,067, and this also applies to the cumulative gold projectile. Although the Frenchman has sub-calibers that fly four times !!! faster than the speed of sound - 1,334 m/s. You can learn more about all the characteristics of the T57 gun under the spoiler below.

Weapon characteristics:

Crew:

There should not be any special problems with the crew. Unless you have to retrain them for gold if you want a 100% effect from playing on T57 right away, otherwise you will have to be content with 80% skills. And all because of the original upgrade branch, because, in fact, you are transferring the team from a medium tank to a heavy one.

Everything else is in order, we have four crew members: commander, gunner, driver and loader. Attention: The tank commander performs the functions of a radio operator, so it will not be easy to improve the visibility on the T57 (eagle eye and radio interception).

The pumping configuration for the "hevik" can be the most diverse, each player will pick up something of his own. I will present here two setups for playing aggressively and supporting the team:

Aggressive: our task is to maximize accuracy on the move, protect the ammo, and increase the skill of the entire crew in order to quickly reload and accurately kill enemies in a peppy tank chopper:

  • Commander (radio operator) - light bulb, combat brotherhood, repair, eagle eye or radio interception;
  • Gunner - repair, combat brotherhood, smooth turret turn, sniper;
  • Mechanical driver - repair, brotherhood in arms, smooth running, off-road king;

Support: we increase the cohesion of the crew, the maneuverability of the vehicle, and the accuracy of fire:

  • Commander (radio operator) - light bulb, brotherhood in arms, eagle eye, radio interception, repair;
  • Gunner - repair, combat brotherhood, smooth turret turn, master gunsmith;
  • Mechanical driver - repair, military brotherhood, off-road king, virtuoso;
  • Loader - repair, combat brotherhood, "non-contact" ammo rack, desperate.

Security:

In terms of security, the T57 lags behind most of its counterparts, our main skill is NI (for fear). Due to the high number of pussies in the random, we can keep the whole crowd behind cover, since no one wants to take all the damage from your drum. This can and should be used, especially on city maps.

But if, nevertheless, the enemy tramples on you, we can only defend ourselves with a more or less rebound tower and a seam in the forehead of the chassis, the thickness of which is 203 mm. The rest of the forehead and most of the tower has from 114 to 127 mm, and this is very small, at such levels of fighting that we will be thrown into. Yes, and the enemy is trying to knock out the drummer first.

The sides of the undercarriage and the upper part of the turret have only 50 mm of armor. Based on this, we should not tank with a caterpillar and hide behind shelters more, otherwise artillery, from one suitcase, can ruin the whole game for us at once. Right behind the side of the chassis is a BC, it has little HP and often fails. It’s not worth talking about the stern, there is a power plant and fuel tanks, which sometimes light up from a large-caliber splash.

Booking:

Equipment, equipment and ammunition:

The best configuration for the T57 is only one:

  • Improved ventilation Class 3;
  • Reinforced pickup drives;
  • Vertical stabilizer Mk 2

Some put coated optics instead of reinforced aiming drives, but they are in the minority.

The equipment is standard, but the fire extinguisher can be replaced with 100-octane gasoline, the tank does not burn often, and mobility does not interfere with us at all.

In the ammunition load, you definitely need to have a little silver gold, 8-12 (3-4 drums) will be enough, the rest should be filled with armor-piercing ones.

Positive and negative sides:

Pros:

  • Good turret traverse speed;
  • Good turning speed;
  • Excellent penetration;
  • The presence of an automatic loader;
  • Good UGN;
  • Relatively small size;
  • Ricochet tower.

Minuses:

  • Arta, when hit on the roof of the tower, deals full damage;
  • High profile;
  • Weak ammunition;
  • Not much top speed
  • Bad booking;
  • Long drum reload.
Conclusions:

The T57 Heavy Tank is certainly an excellent vehicle, both medium players and reindeer can bend over it, and experienced tankers simply break random. But you need to play the hevik carefully and wisely in order to use its full potential to its fullest.

Your task in battle is to support allies, 57 was created to play in a platoon or team, and it would not be advisable to break through the flank on it yourself. Stay close to your own when riding in a group, choose well-armored allies for the team.

The car feels great on city maps. The main technique is a sudden appearance from around the corner, inflicting huge damage on the enemy, after which you will need to hide for reloading, it is better to drive off to the allies. Sometimes it is possible to hold back the advance of the enemy by using an armored turret, such as Himmelsdorf's "banana".

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