Hello captains!
In this issue, we continue to talk about the "new car" that has recently been launched in the super test suit - S series 8 gold coin Tank KV-4 KTTS. In fact, it is the old face in the game, but the strength is mediocre, and the sense of existence is quite low. After the rebuilt in the super test, can this tank be salted? Let's take a look at the adjustment details!
Historical traceability
Historically, the KV-4 KTTS was one of 27 concept designs for the KV-4 super heavy tank, completed by three engineers, K. Kuzmin, P. Tarapatin and V. Tarotko. Similarly, the level 8 heavy tank KV-4 in the game is from F. Marishkin, while the 8 gold heavy tank KV-4K is from M. Kreslavski.
In essence, KV-4 is simply the product of a labor competition within the Kirov Factory Design Bureau (SKB-2), promoted by Kotin, and its design indicator is to defeat all possible Hans Heavy Tank. However, because they did not plan to go in the direction of the real car at the beginning, the engineers were also imaginative, and the design of the scheme was light as 82.5 tons, as heavy as 107.7 tons, with a crew of 5-9 people, but they were equipped with a 107mm ZiS-6 main gun and a number of 45/76mm secondary guns, machine guns, etc.
The final winner was Shashmulin's scheme, in which he received a prize of 1500 rubles in May 1941. According to the drawings, the main gun was mounted in the hull, and the turret of the KV-1 and the 76mm L-11 gun were installed on the roof as secondary weapons. However, Shashmullin himself scoffed at this impractical super-heavy tank, even writing бс on the back of the drawing, which is said to be an abbreviation of бред сумасшедшего, which translates to something like "a fool's dream".
▲ Shashmulin's award-winning KV-4 design...
Gaming performance
Adjust the details
At the game level, the KV-4 KTTS appeared quite early, and when the news was first released in the second half of 2015, it was still a level 7 tank fighter, and then it slightly weakened the speed of the body, strengthened the armor and health volume and raised it to level 8, and then it has not changed. It is not difficult to see from the appearance rate and combat data that the veteran has obviously not kept up with the current version rhythm, so in this round of super testing, KV-4 KTTS has been strengthened as follows:
- Health increased from 1200 to 1400
- The firing boundary is strengthened from 60 degrees (15 degrees left and 45 degrees right) to 90 degrees (45 degrees left and right)
- Single shot damage increased from 320 to 360
- DPM increased from 2384 to 2682
- The body movement/rotation expansion is strengthened from 0.28 to 0.22
- The circle expansion was increased from 9.8 to 7.7 at maximum speed
- The expansion of the ring is strengthened from 7.01 to 5.51 when the maximum speed is rotated
Current problems
The reason why the current version of KV-4 KTTS is weak is mainly due to poor survival and poor fire control. The front of its hull is actually not thin, but the straight vertical armor is pulled down to the equivalent, and even the silver coin bullet of the 8-level heavy tank cannot be carried when it is facing, and in actual combat, it has to be stuck in the corner of the wall to retract, relying on the entire 125mm side to carry the shell. But the problem is that the car's left-facing shooting boundary is only 15 degrees, and if the wall is unfortunately on the right side, if you don't pay attention to it when aiming, you will turn the body out of the bunker.
▲ Living Bodhisattva-level frontal protection
▲ Strange "crooked neck" shooting boundary
The problem of asymmetry between the left and right shooting boundaries is also reflected in the feel of shooting. At the beginning of the design, in order to balance its thick armor, the KV-4 KTTS was given a rotational expansion circle comparable to that of the artillery (0.28), coupled with the fact that it was easy to misjudge which side of the firing boundary was wide and which side was narrow in actual combat, and if you did not pay attention, you had to turn the hull to re-aim, so that although the data was very good, in fact, most of the time it was waiting for the shrinking circle, and the output ability was greatly reduced.
Improved after changes
And this strengthening, in fact, is to partially solve the two problems mentioned above. First of all, the "crooked neck" problem that has plagued it for many years was finally solved, and after the shooting boundary was extended to 45 degrees to the left and right, the adaptability in the street battle has been greatly improved, and it is easier to enter the defensive posture of the selling side. In addition, since the KV-4 KTTS is played closer to the heavy tank, it needs to go to the front line to fight hard, and the health volume increased from 1200 to 1400 points allows it to carry one more shot and one more shot output opportunity.
In conjunction with the improvement of the shooting range, there is also the improvement of single shot and expansion. In the case of the same rate of fire, the single shot was increased from 320 to 360 points, directly pulling the DPM to 2682 points, ranking 8th among all 28 level 8 tank fighters, similar to the WZ-120-1FT. After strengthening, the three expansion coefficients of 0.22/0.22/0.12 are the same as those of 128 gun Rheinland, and with the already good accuracy of 0.35 meters and 2.4 seconds of shrinking, the actual output capacity can be guaranteed.
▲ The name of the artillery has changed, and it has become stronger
As of July 17, 2022, the KV-4 KTTS data obtained in the super test suit are as follows, of which the enhanced data is marked in red (100% proficiency members, no skills, equipment, field modifications):
Type: S Series Level 8 Gold Coin Tank Fighter
Health: 1400 points
Weight / maximum load: 100/107 tons
Unit power: 12 hp/ton
Maximum forward/reverse speed: 35/-10 km/h
Body speed: 25.03 degrees/s
Gun speed: 25.03 degrees/s
Artillery firing range: 90 degrees (45 degrees left and right)
Observation distance: 350 meters
Communication distance: 459 meters
Hull armor: 200/125/125 mm
Battle chamber armor: 250/125/125 mm
Main gun: 107mm ZiS-24 KTT gun
Single Shot Damage: 360/360/420
100 m penetration depth: 227/289/62 mm
Rate of fire: 7.45 rounds/min
DPM: 2682 points
Filling time: 8.05 seconds
100 meters accuracy: 0.35 meters
Aiming time: 2.4 seconds
Pitch angle: -5/+20 degrees
Ammunition load: 90 rounds
Members (6-man system): Commander, Driver, Gunner, Communications Soldier, Loader*2
Equipment bonus slot: Firepower
Stationary concealment coefficient (before/after firing): 5.42/1.13%
Movement concealment coefficient (before/after firing): 3.25/0.68%
Summary
I have to admit that there are still many problems in KV-4 KTTS (such as face value), and this strengthening is only to fish it out of the ranks of "pit cars" and become able to play, this round of strengthening, presumably also in preparation for the subsequent activities. If you are a developer, how can you strengthen KV-4 KTTS? Feel free to leave your opinion in the comments section!