Hello commanders!
In the past few days, the editor has played a total of 128 K2s and successfully played three rings with an average of 2451+683 per game. Today we will analyze with the commanders how the K2 tank can play well.
The K2 is said to be a prototype of the IS-4
Accessories Recommendations:
The first set: bounty ventilation, bounty hammer stability, bounty bomb conveyor (this set is a gold oil accessory, Xiaobian uses it most of the time.) After adding blood accessories, the front line has more confidence when grinding meat).
The second set: Bounty Turbo, Bounty Highlight, Bounty Bomb Conveyor (This set of accessories is suitable for large pictures such as Pro, Horsepower, etc.) After playing as a whole, this set of accessories is used less).
I personally think that the strength of K2: T1 end flow.
The editor believes that in the current version, the K2 tank is not strong as a whole, and its strength is somewhat not worthy of the three-ring standard damage of the 2800. Personally, I think the K2 needs some adjustments in terms of main guns or maneuvers. For example, change the type of gold coin bullet from HEAT to APCR. The speed of advance is increased by 5, and the rotation speed of the body is increased.
The overall playing style of the K2 tank needs to pay attention to two points:
One: Because the maneuvering is too poor, there is no transition ability in the endgame. Basically, one road went dark. So we need to allocate our own positions in the game according to the position of the division and teammates at the beginning of the game.
Two: Due to the poor fire control of the main guns, we need to fight on the front line. When fighting, you can exchange blood with the opposite side. Fish out as much output as possible.
firepower
The main gun of the K2 is the ancestral D-25T variant of the S-series. The biggest features of this gun are poor fire control and low DPM. Unlike other S-series Yajin Chontan, the K2's base ammunition is not APCR but AP. However, the AP shell 203 point penetration depth is not enough for a heavy tan that enters the level 10 room.
▲ The main gun used in the K2
Although the basic accuracy of this gun of 0.44 and the aiming time of 2.9S are relatively poor, it is not impossible to play if you give a better three-expansion data. Unfortunately, K2's triple expansion data is the same as the pre-strengthening -5 of 0.27/0.27/0.14.
▲K2 basic three-expansion data
Such three-expansion data is simply catastrophic. THE TRIPLE EXPANSION DATA OF THE C-SERIES 160MM BZ-176 OF ITS CLASS IS 0.25/0.25/0.20.
▲ Triple expansion data of BZ-176
The accuracy and aiming time of the K2 are very poor, and with such a top-level triple expansion, it is more uncomfortable in actual combat. When waiting for the shrinking circle, a lot of output opportunities will be lost.
▲ When attacking long-distance targets, you need to wait for a while to shrink
Even when the parts are full and the skills of the finisher are learned, the K2 reload time is close to 12 seconds. A shot can be savored for a long time.
▲Three red suits + fire panel data of K2 in the skill state of the learner
And the main ammunition type of the K2 main gun is AP/HEAT. Both shells have a relatively slow bullet speed, and the AP shell as a silver coin egg has a bullet speed of only 790M/s. Therefore, the K2 is very uncomfortable when shooting at long-range targets.
▲ The two main shells of the K2 have a relatively slow bullet rate
The slower bullet speed combined with the poor main gun caused the K2 to shrink for a longer time when shooting at long-range targets. If the enemy moves during the firing of the gun, then the probability is that the target will not be hit.
▲ Very real
▲ The editor can't stand it anymore
Therefore, it is better for K2 to pull in the combat distance with the enemy when fighting. At close range, the gun performed well. Moreover, the penetration depth of 270 gold bullets is enough to penetrate the front of a tank of the same class.
▲ It is still possible when zooming and stretching at close range
mobile
The extreme speed of 30KM/H, the reverse speed of 12KM/H, and the speed of 22 degrees/s determine that the K2's maneuverability is not very good. The endgame has no transition ability and is relatively bulky.
▲ K2's maneuverability
The maneuver is not very good, and you can basically only eat the exhaust of your teammates at the beginning of the game.
BZ166: Don't look at me, I have rocket jets
The 340M base field of view is at the bottom of the class. This basic level of vision is often beaten in real combat, and it is not bright to hit your own enemies.
▲ Basic field of view data of K2
armor
The K2 sacrificed fire control data for very hard armor. THE 160MM HULL FRONTAL ARMOR IS AT THE LEVEL OF A TEN-LEVEL CAR.
▲ The front is almost immune to 230 cannons that penetrate deeper
The 150's hull side armor is combined with the traditional gap armor of the S, and the K2's side armor is basically impossible to penetrate when selling flank telescopic.
▲ K2 in the state of literary and artistic reversing is basically difficult to penetrate the side
Such armor data gives the K2 a great tolerance rate and confidence when scaling and expanding. Even when there is residual blood, he has the confidence to go out against the cannon.
▲ Paper armor data for K2
In the state of bunker, the reversing telescopic, the jam point gun is the K2's masterpiece.
▲ The sides are very hard
Under the right terrain conditions, the K2 can even jam several enemy tanks with its own armor.
▲ "Three British Battles Lü Bu"
K2's more reliable armor also gives it a lot of tolerance. Many times mispositioning, this armor can prevent bleeding. When leading a charge or pulling the side, it can preserve HP well.
▲ No blood dropped
But this is just to deceive the enemy who will not fight. The scalp of K2 ONLY 30MM IS EASILY PIERCED BY TANK GUNS ABOVE 90MM IN ACTUAL COMBAT, IT CAN BE SAID THAT IT IS PIERCED BY THE CANNON.
▲ Scalp is K2's Achilles heel
And K2 does not have the protection of divided rooms like 112, and in front of the 10-level room with a ticket of 340/375/395 or even 420 penetration, the armor of K2 is actually like that.
▲ White Rabbit: How do you look green
The 6-degree depression angle is also a hard injury of K2, and in the current version of the map with large terrain fluctuations, it tests the player's basic skills of finding terrain and cushioning depression angle.
▲ Side view of K2 6 degree depression angle
▲ Mandatory course for tanks with poor depression angle: use the terrain to pad the depression angle
Summary of playing style
One: try to fight on the front line. After adding blood accessories, use the blood volume advantage to exchange blood. If you can change a cannon, you can change it.
Two: Allocate positions at the beginning. Use your own armor to attack appropriately with rhythm in the process of alignment.
Three: Find suitable terrain or cover, play to your armor strengths, and retract.
Four: After firing, it is best to raise the barrel and shake it from side to side to block the scalp weakness.
Conclusion
Slower maneuvering and poor fire control greatly limited the upper limit of the K2. Nice penetration depth and single shot, better armor raises the lower limit of the K2. In general, this is a tank with distinctive characteristics and a good collector's tank.