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KV-4 Guide

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KV-4 Guide

Post  Ding760 on Fri Mar 29, 2013 9:52 pm

KV-4
-Tier VIII Soviet Heavy Tank-

Stock KV-4:
Spoiler:



Fully upgraded KV-4 with my configuration (almost enough XP to get Safe Stowage with credit retrain!):

Spoiler:



WoT wiki page: http://wiki.worldoftanks.com/KV-4

Notes are marked as [#]. Scroll to the bottom of the guide to read them.

General Information:
Spoiler:

XP Cost:

-Researched through the KV-3 for 53 000 XP

Credit Cost:

-2 430 000 total
-2 216 880 for the hull
-213 120 for the stock modules

Crew (6 total):

Turret:

-Commander
-Gunner
-Loader
-Loader

Hull:

-Driver
-Radio Operator

Attributes:
Spoiler:

General Stats:

-HP: 1 600 (stock turret) - 1 650 (upgraded turret)
-Weight (tons): 97.43 (stock) - 106.695 (presumed top modules, no equipment)
-Hull Armour (mm): 180/150/90
-Top Speed (km/h): 30
-Camouflage: Virtually none[1]

Mobility:

The KV-4 has a rather poor power to weight ratio regardless of setup, as well as mediocre terrain passability, but it can still cruise at around 26km/h and will reach its not-good-but-perfectly-acceptable speed limit of 30 under good conditions. However, the main drawback is its very poor maneuverability- it's probably the least agile of the tier VIII heavies, so it's quite easy to flank.

Armour:

Upper plate- 180mm @ 30 degrees (198 eff vs AP)
Lower plate- 160mm @ 30 degrees (176 eff vs AP)
Middle plate- 120mm @ ~75 degrees (immune to AP unless angle is negated, 400+ against HEAT)

Now, this is the selling point of the tank. While the frontal hull isn't spectacular and both turrets need special attention to keep them protected, it's got amazingly thick sides- in fact, they rival the effective frontal protection of same-tier mediums. This enables the tank to abuse angling to great effect, and it can momentarily ignore a lot of medium and light tanks below its tier, provided that they don't spam gold ammo. The sizeable HP pool also helps.

Notable weakpoints on an angled KV-4 are the MG mount and driver's plate (both only 120mm thick with little slope), as well as some parts of the turrets, but I'll come back to that later.

Effective protection when angled:

Side angle in degrees --- Lower Plate AP Protection --- Side Hull AP Protection

0 --- 176 --- N/A
25 --- 191 --- 300
30 --- 198 --- 263
35 --- 208 --- 233
40 --- 220 --- 210
45 --- 236 --- 195

It should be noted that the lower two thirds of the hull, besides the small gaps between the return rollers, is completely covered by the track/ suspension hitbox[2]. This adds an extra 20mm of armour regardless of angle.

You can reliably protect yourself against ~200 penetration on open ground and you will also bounce lots of ~225 penetration shells. Sidescraping[3] makes your hull virtually impenetrable, as you can achieve very sharp impact angles on your sides.

Firepower:

The long 107mm cannon has good penetration, accuracy, and rate of fire- it's a massive improvement over the previous tier's derpy 122. However, it suffers from rather high reticule bloom while moving, and it retains the awful 3.4 second aim time. In my opinion, the Tiger II's top 10.5cm is clearly superior, as the negligible disadvantages in penetration and RoF are more than compensated by the noticeably better accuracy and vastly improved on-the-move dispersion and aim time. Still, the KV-4's gun can't really be called a downside.

Review:
Spoiler:

De​sc​ri​ption/ Tactics:

The KV-4 is a veritable powerhouse in its tier, combining a good gun with huge slabs of steel, though this obviously comes at the cost of sluggish speed and handling.

Before you buy the KV-4, make sure you have the terms ”angling”, ”sidescraping”, and ”wiggling” in your internal WoT dictionary- make no mistake, the armour isn't going to do all the work for you. The hull will bounce roughly 50% of incoming fire from same-tier heavies when angled at about 35-40 degrees, and you can pretend to be a fortress if you can make use of the sidescraper maneuver;
this exploits the KV-4's thick flanks to maximal effect whilst hiding the unimpressive front, and allowing you to get back into cover relatively quickly in between shots. My crew suffers from headaches now and then from all the "PLONK” sounds- I quite frequently bounce shells from tier X guns. As for the wiggling part- the turret is a prime target when your hull is angled. Moving the hull and swinging the turret back and forth can throw off your opponent's aim and get him/ her to hit the well-angled sides or the edges of the mantlet (which have extra plating behind them).

When you are attacking a position, I recommend charging in at 30 degrees or so; people will instinctively shoot your sides because the lower plate is a much smaller target, and if you do get penetrated in the lower plate, the consequences are relatively mild- you might lose the radioman or driver, but the sides are practically lined with fuel tanks[2], which will inevitably result in losing HP to fires, and I have already (that is, with around 150 battles) seen multiple KV-4s brew up twice in a single match.

If possible, stay at medium range. Go too far back and your aim time will be frustrating, and at close range, your weakspots are easier to hit- this also makes flanking you much easier. This vulnerability in brawls (against relatively agile enemies) is a major weakness: your turret and hull traverse slowly, and combined with the height of the tank, getting a solid hit on a circling enemy is a challenge. This also exposes your turret walls to sneaky players taking potshots at you, and the flanker can line up your sides.

However, if you are fighting an enemy one on one, ramming can be used to great effect, as this steadily takes out chunks of HP whilst screwing up the unfortunate ram victim's aim.

Another downside of this monster is its inability to fight with low exposure (beside sidescraping, of course): poor mobility, huge size, visible from halfway across the map, long aim time, mediocre gun depression. Because of this, it is vulnerable to artillery and snipers. I suggest trying to stay on relatively flat surfaces and making use of cover, this tank is not made for open ranges- especially as it has tragic view range without the IS-3's speed and low profile. Traveling with supporting allies is very helpful, as they can pin down enemies trying to catch you in a crossfire, deter rushes by fast tanks, and spot for you.

The KV-4 is inflexible, but its ability to engage heavily armoured targets frontally and amazing survivability make it a true asset in either a defensive or offensive action. It's somewhat let down by the lack of speed, agility, and soft stats, but few tanks can rival its staying power and general gloriousness.

Advantages:

-Incredible protection when its enemies are funnelled into a narrow field
-Good overall gun
-Can do significant damage with downhill rams

Disadvantages:

-Terrible mobility
-Bad "soft stats"
-Huge
-Flammable

Comparison to its peers:

IS-3:

The IS-3 has vastly superior mobility in all respects and it's much more compact. However, its armour is much less reliable and it has significantly less HP.

Tiger II:

The Tiger II is more agile and its gun is more user-friendly, and it has a huge advantage in view range. Its frontal protection is generally on par or even better, but its sides have nowhere near as much armour. It also takes engine damage frontally, as the transmission is behind the lower plate.

VK 4502 (P) Ausf. A:

The 4502A has great mobility at the cost of being the least durable of the conventional heavies. It shares the Tiger II's view range and while its gun has worse accuracy and penetration, its reload is significantly shorter than that of the other German heavy. These attributes allow it to make effective flanking maneuvers, which the KV-4 can only dream of.

T32:

The T32 has decent speed and agility, combined with a bunker-like turret and great gun depression, but it's quite average in terms of hull armour and HP. Its gun is also less capable than the KV-4's in medium/ long-range slugging matches due to having the worst accuracy and penetration in its class, but it partly makes up for it with RoF.

AMX 50 100:

The AMX 50 100 is the fastest of the bunch, but its armour is at best comparable to mediums. Like the KV-4, it also has a long aiming time and the same gun depression, so it is quite vulnerable when attacking- but it can deliver 1800 damage in just a few seconds with its autoloader, though it has to run away to reload in beween clips.

Set-up Tips
Spoiler:

Suggested Crew Secondaries:

-Repair is a must on this tank, as being tracked disables its ability to adjust its angle, move back and forth (critical to effective use of the KV-4's armour) and gives the enemy an opportunity to get around it more easily. The less time you spend immobilised, the better.

-Off-Road Driving improves the overall mobility of the KV-4 when not on solid surfaces, which allows it to move around slightly faster. This is important as the terrain passability is quite bad.

-Snap Shot cuts down on the time you need to stay put before you can make an effective shot, this is very handy as you will be frequently moving your hull and turret about before firing.

-Smooth Ride: see above.

-Sixth Sense is very useful on any tank, letting you know when someone spots you, though it's not all that important for my own heavy tank playstyle.

-Brothers in Arms improves everything about your tank's performance, and as loaders and radiomen have few useful secondaries, this perk allows you to get more use out of them, though you have to pick it for all the crew members to make it work.

-Clutch Braking makes the tank a bit more agile, allowing it to adjust its position and switch targets/ track moving tanks faster.

-Jack of All Trades means that your tank is affected less by dead crew members, as long as the commander is alive- in particular, as you have two loaders, your effective loader skill is still at 75% if one them gets knocked out[4].

I recommend this order. Note that as perks (*) aren't functional until they reach 100%, it may be worth starting off with a skill and retraining once you have enough XP to instantly activate it.

Commader: Jack of All Trades --- Brothers in Arms* --- Repair/ Sixth Sense* --- Other
Gunner: Repair --- Brothers in Arms* --- Snap Shot --- Other
Loader 1: Safe Stowage* --- Brothers in Arms* --- Repair --- Other
Loader 2: Repair --- Brothers in Arms* --- Other
Driver: Off-Road Driving --- Brothers in Arms* --- Smooth Ride/ Clutch Braking --- Other
Radio Operator: Repair --- Brothers in Arms* --- Situational Awareness --- Other

Suggested Equipment:

-The Toolbox further speeds up repairs. Bonus points for free demount.

-The Gun Laying Drive shortens aim time.

-The Large-Caliber Tank Gun Rammer increases rate of fire, this is practically essential for the vast majority of tanks IMO.

-The Vertical Stabiliser Mk 2 has practically the same effect as the Gun Laying Drive, though I am not sure exactly in which situations each of these two is the more useful choice.

-The Improved Ventilations 3rd Class increases overall performance.

Modules:
Spoiler:

Key:

[S] Stock module
[*] All paths leading up to this tank allow you to pre-research this upgrade (this means you should have the module in question unless you speedgrinded/ skipped the previous tank, so I´ve left out the other annotations if it applies)
[**] Some paths leading up to this tank allow you to pre-research this upgrade
[***] Other lines allow you to pre-research this upgrade

All crew-dependent stats assume 100% relevant crew member + 100% commander.

Turrets:

KV-4 [S]:

Turret Armour: 180/130/130
Traverse Speed (degrees per second): 20
View Range (m): 330
Credit Cost: 23 450
Weight (kg): 15 400
Compatible Guns: 107mm ZiS-6 - 122mm D-2-5T - 122mm D-25T - 107mm ZiS-24

Pretty bad turret, really. Turns slowly, the "tumor" has only 130mm of armour, the sides are quite easily penetrated when it is angled, and the part of the mantlet that is immediately around the gun has nothing behind it and heavies can thus punch through with little effort. Oh, and the view range is terribad, you are as good as blind on open maps.

KV-4-5:

Turret Armour: 180/150/140
Traverse Speed (degrees per second): 20
View Range (m): 350
Credit Cost: 31 000
Weight (kg): 24 000
Compatible Guns: 107mm ZiS-6 - 122mm D-2-5T - 122mm D-25T - 107mm ZiS-24
Additional Effects: +50HP, 107mm ZiS-6 aim time 3.4 -> 2.9 secs, 107mm ZiS-6 RoF 6.45 -> 6.67, 122mm D-2-5T RoF 4.08 -> 4.17, 122mm D-25T RoF 4.88 -> 4.96,107mm ZiS-24 RoF 5.26 -> 5.41, gun elevation +12 -> +18

The main improvements of the turret are thicker sides, thus making the tank less vulnerable to crossfire/ flanking, the longer (but still bad) view range, tougher cupola (180mm on the entire frontal profile, including the "cheeks"), small HP bonus, and slightly improved rate of fire with all guns. Additionally, almost the entire mantlet (180mm) has an extra 120mm plate behind, the slit for the gun is much narrower. It also shortens the aim time of the stock 107mm (largely pointless, really) and increases the elevation of all guns from 12 to 18 degrees, which may come in handy every now and then. It should, in theory, also slow down the tank considerably because of the major increase in weight, but I never noticed it. And hey, extra damage from ramming!

Also, if/ when multigun/ multiturret mechanics are implemented, the top turret will most likely be able to mount better auxiliary guns than the stock turret. Maybe a 57mm for pew pewing at scouts?

Guns:

107mm ZiS-6 [S]:

Penetration (mm, AP/APCR/HE): 167/219/54
Damage Per Shot (AP/APCR/HE): 300/300/360
Rate of Fire (rounds per minute): 6.45 - 6.67
Damage Per Minute (AP and APCR): 1935 - 2001
Accuracy: 0.45
Aim Time: 3.4 - 2.9
Elevation/ Depression: +12, -6 - +18, -6
Credit Cost: 68 290
Weight (kg): 2 400

Good DPM, but poor accuracy, aim time, and penetration, alpha damage is slightly below average. Wouldn't recommend using this.

122mm D-2-5T [*]:

Penetration (mm, AP/APCR/HE): 175/217/61
Damage Per Shot (AP/APCR/HE): 390/390/465
Rate of Fire (rounds per minute): 4.08 - 4.17
Damage Per Minute (AP and APCR): 1591 - 1626
Accuracy: 0.46
Aim Time: 3.4
Elevation/ Depression: +12, -6 - +18, -6
XP Cost: 17 000
Credit Cost: 84 980
Weight (kg): 2 600

Might as well skip this, you should already have an improved version available.

122mm D-25T [*]:

Penetration (mm, AP/APCR/HE): 175/217/61
Damage Per Shot (AP/APCR/HE): 390/390/465
Rate of Fire (rounds per minute): 4.88 - 4.96
Damage Per Minute (AP and APCR): 1903 - 1934
Accuracy: 0.46
Aim Time: 3.4
Elevation/ Depression: +12, -6 - +18, -6
XP Cost: 19 000
Credit Cost: 125 140
Weight (kg): 2 590

The top gun of the tier VII heavies. Good DPM and alpha, the penetration is still bad but at least better than that of the stock gun. The accuracy is even worse though, but at least you can scare the bejeezus out of lower tier tanks and some of the less armoured tier VIII tanks at close range.

107mm ZiS-24:

Penetration (mm, AP/APCR/HE): 227/289/62
Damage Per Shot (AP/APCR/HE): 320/320/420
Rate of Fire (rounds per minute): 5.26 - 5.41
Damage Per Minute (AP and APCR): 1683 - 1731
Accuracy: 0.38
Aim Time: 3.4
Elevation/ Depression: +12, -6 - +18, -6
XP Cost: 44 000
Credit Cost: 180 000
Weight (kg): 2 840

Pretty much everything about this gun is quite typical for a tier VIII heavy, except for the long aim time. But compared to its predeceessors, it has massively improved penetration and accuracy for the loss of some damage output.

Tracks:

KV-4 [S]:

Load Limit (t): 102.56
Traverse Speed (degrees per second): 16
Credit Cost: 17 780
Weight (kg): 20 000

Prepare to experience the agility of a beached whale. Also, you can't mount the upgraded turret with the stock tracks without using the Enhanced Suspension equipment.

KV-4 Bis

Load Limit (t): 112.56
Traverse Speed (degrees per second): 28
XP Cost: 15 200
Credit Cost: 33 600
Weight (kg): 20 000

These tracks improve overall mobility slightly (not only traverse speed, but also terrain modifiers and hence acceleration), as well as things like track HP and accuracy on the move. You can also mount the top turret once you equip these, but the general improvement alone is worth it.

Engines:

M-40 [S] --- 2x V-2K-F

Horsepower: 1000 --- 1200
Type: Diesel --- Diesel
Fire Chance (%): 15 --- 15
XP Cost: <stock module> --- 27 300
Credit Cost: 85 000 --- 87 500
Weight (kg): 1250 --- 1500

The top engine (or engines, to be exact) increase power-to-weight ratio noticeably. These are some of the biggest powerplants in the game, but obviously the massive bulk of the KV-4 largely negates that.

Radios:

10RK [S] --- 12RT [*] --- R113 [*]

Signal Range (m): 440 --- 625 --- 730
XP Cost: <stock module> --- 5 600 --- 8 700
Credit Cost: 18 600 --- 33 600 --- 52 200
Weight (kg): 100 --- 110 --- 80

Nothing much to say here, you should have the top radio from the start. The best one is similar to what other tier VIII tanks get.

Upgrade path:

I recommend the order gun -> tracks -> engine -> turret -> radio, if you don't have it yet. My reasoning is that you are pretty much helpless vs well-armoured targets before the long 107mm, so that takes priority. The top turret is a considereable upgrade, but if you don't have the upgraded tracks, you can't mount it without wasting a slot (and money) on Enhanced Suspension, not to mention that it will further weigh down a tank that is already struggling in the mobility department, so I feel that the egine upgrade is more important. The radio is generally the least important module, so that's the last thing to unlock if you haven't already done that (but you really should have by now).

Notes:
Spoiler:

[1] 8.3 Camouflage tables: http://forum.worldoftanks.com/index.php?/topic/147120-083-tank-camouflage-tables/
[2] KV-4 crew/ module layout.
[3] Sidescraping means peeking out from behind a corner in reverse so that the front of the tank (or at least a part of it) is concealed.
[4] Effective skill is calculated by the average of the crew, and a dead member counts as having 0% skill. The commander, with 100% Jack of All Trades, has a ”spare” 50% skill that is allocated to fill out the roles of dead crewmembers. Hence, the final skill is (100 + 50) / 2 = 75%. For a tank with only one loader, the effective skill would drop down to 50%.


Originally written by Platypusbill
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Re: KV-4 Guide

Post  Ding760 on Fri Mar 29, 2013 9:54 pm

As usual, the oversized picture can be opened in normal size by copying the URL of the image and opening it on a new tab ion the browser.

I regret that most images made for this guide by the original author has its links broken and I was unable to trace it. Hence if there are any parts of the guide that draws on image references I am afraid I do not have it.

Still, this guide is worth a read even without images. A very competent guide writer wrote this and a good KV-4 driver too Smile
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Re: KV-4 Guide

Post  PointyHairedJedi on Sat Mar 30, 2013 3:31 am

Useful stuff. It's one I'm actively aiming for, going from one extreme to another - the AMX 50 100 didn't agree with me at all, however I suspect this will be much more my style.
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Re: KV-4 Guide

Post  ViktorKitov on Tue Apr 16, 2013 2:10 am

I wouldnt reccoment this tank to anybody.

Yes the armor is good for tier 8, but there are a few problems problems:

1- Most of my games were filled with Tier 8s and a few Tier 9s. I cant remeber playing as a top tank in Tier 7 game.

2- Retarded amount of weakspots- Lower Plate, Machinegun port, Driver's hatch, The small turret with the 76mm, Turret cheeks, Gun mantlet isnt very thick, No spaced armor anywhere, Tier 10 Guns go through the side armor at ridiculous angles.

3- You get set on fire a lot from side shots and after one fire there is a big chance the next shot will lite you up. The Radio man is dead every 2nd game and the Driver every 3rd. The Loader get killed if you are shot in the mini-turret.

Its garbage.

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Re: KV-4 Guide

Post  Ding760 on Tue Apr 16, 2013 2:12 am

You know...it's odd how I play this tank...but I tend to actually keep off the front lines. Can't say my performance is stellar...but it ain't bad either really.

This replay really exemplifies it. I got top exp on my team (over 1000) in a tier 10 match.

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Re: KV-4 Guide

Post  ViktorKitov on Tue Apr 16, 2013 2:27 am

Ding760 wrote:You know...it's odd how I play this tank...but I tend to actually keep off the front lines. Can't say my performance is stellar...but it ain't bad either really.

This replay really exemplifies it. I got top exp on my team (over 1000) in a tier 10 match.


A HT that has to guard SPGs is not a HT for me. And since the MM for the KV-4 sucks, most of the time you can only use your DPM and HP, rather then your "armor".

The KV-4 is a prime example of WG failing to deliver an interesting and fun to play tank, only topped by the SU-101.
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Re: KV-4 Guide

Post  Guest on Tue Apr 16, 2013 3:29 am

KV-4 might not be interesting, but I'd say its decent in terms of balance in comparison to the horror that is URALMASH-1. The front armor is capable of easily withstanding fire from the 175mm pen standard guns of medium tanks and lower tier soviet tanks, even on the lower plate. The tank is extremely long and squared, making it somewhat good at angling (but not too much due to lack of spaced armor). The gun is also more accurate than the other soviet heavy tanks. Its sluggish movement is easy to prey upon though, and its huge size makes it easy prey for types/T-34-2s etc at close ranges. I would suggest to use it as a medium range battler to make use of its gun and useful armor, in terms of "guarding SPG" NO tanks should do that, SPGs are guarded by not having holes in flanks that enemy fast tanks can abuse, once your SPG has been spotted, there's a high chance the enemy SPG is just going to blow them apart anyway, thus sitting with the SPGs = a horrible idea. Besides, if you want to guard SPG at all, one should do it with a fast tank that can quirk enemy tanks way from the sides of SPG, as with a slow tank the enemy fast tank can just use your own SPGs as a shield.

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Re: KV-4 Guide

Post  PointyHairedJedi on Tue Apr 16, 2013 6:39 pm

My record so far has been topped, to 13.1k potential damage received in a battle - I didn't make it out of that one alive, alas, would have been rather nice if I had.

I must admit I'm still not sure which turret to use on it though, the stock turret definitely leaves the tank more mobile and with better acceleration, but there's a small ROF buff and a better viewrange (not to mention better all-round armouring) on the top one.
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Re: KV-4 Guide

Post  Platypusbill on Wed Apr 17, 2013 11:49 am

ViktorKitov wrote:I wouldnt reccoment this tank to anybody.

Yes the armor is good for tier 8, but there are a few problems problems:

1- Most of my games were filled with Tier 8s and a few Tier 9s. I cant remeber playing as a top tank in Tier 7 game.

2- Retarded amount of weakspots- Lower Plate, Machinegun port, Driver's hatch, The small turret with the 76mm, Turret cheeks, Gun mantlet isnt very thick, No spaced armor anywhere, Tier 10 Guns go through the side armor at ridiculous angles.

3- You get set on fire a lot from side shots and after one fire there is a big chance the next shot will lite you up. The Radio man is dead every 2nd game and the Driver every 3rd. The Loader get killed if you are shot in the mini-turret.

Its garbage.


1. It's a tier VIII, no? I'm the top dog quite frequently.

2. The MG port is a tiny target, the rest of the hull can be made to bounce same tier heavies with angling and it's virtually impenetrable while sidescraping. The turret cheeks and tumour can be made hard targets with some distance and/or wiggling action (I do think WG should buff the front of the main turret to 200 though). The mantlet is just 180mm thick, but hitting the area immediately next to the gun (which has nothing behind it) is a PITA, and if you miss, the shot either gets absorbed by the gun or has to deal with the overlap for 300mm armour.

3. I'm pretty sure every tank is subject to losing the radio operator (except for the ones without dedicated radiomen, and TBH, who even cares about that poor fellow Wink) or driver through frontal hits. And very few (if any) tanks have fuel tanks in a hard to reach spot, but the ones on the KV-4 are admittedly pretty huge.

I'm currently on 59% with it, while my recent performance in tier VII+ tanks is around 57%.

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Re: KV-4 Guide

Post  MadInAShed on Wed Apr 17, 2013 8:31 pm

ViktorKitov wrote:I wouldnt reccoment this tank to anybody.

Yes the armor is good for tier 8, but there are a few problems problems:

1- Most of my games were filled with Tier 8s and a few Tier 9s. I cant remeber playing as a top tank in Tier 7 game.

2- Retarded amount of weakspots- Lower Plate, Machinegun port, Driver's hatch, The small turret with the 76mm, Turret cheeks, Gun mantlet isnt very thick, No spaced armor anywhere, Tier 10 Guns go through the side armor at ridiculous angles.

3- You get set on fire a lot from side shots and after one fire there is a big chance the next shot will lite you up. The Radio man is dead every 2nd game and the Driver every 3rd. The Loader get killed if you are shot in the mini-turret.

Its garbage.


This, for me, is one of the oddest tanks in the game. When I had one i would regularly get penned by anything and everyone and yet when I come up against one i struggle to reliably pen it even aiming for either the lower plate, small turret or turret cheeks result in a bounce/non pen. Last night one was sat a t a corner and i struggled with it in my patton due to the bounces and not having enough speed to get round it to be side on (i knew their arty was "guarding" the kv4) and so i just kept pinging off it. Meanwhile the kv4 just sat there and penned me everytime i poked my nose out Sad

I will at some point buy it back as i do want to try the ST1, but for now the KV4 is not my cup of tea!
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Re: KV-4 Guide

Post  ViktorKitov on Wed Apr 17, 2013 10:24 pm

The only reason you are bouncing is most likely your gun.

If its accurate you wont have problems, otherwise you can bounce them fairly often.
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Re: KV-4 Guide

Post  MadInAShed on Wed Apr 17, 2013 10:30 pm

Patton top gun, whilst not hugely accurate over distance I am talking from a distance of (taking last night's example) no more than 50 metres. Shoot the turret with the mini guns, nothing, shoot lower front plate...nothing. This is 90 degrees front on and a couple of hits to both each.

didn't help that a king tiger just sat and watched and offered no help at all until i finally managed to get the kv4 down to sub 300hp after a fair few shots, the tiger ii then killed it!
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Re: KV-4 Guide

Post  Guest on Wed Apr 17, 2013 10:40 pm

Aim for the turret cheeks at such ranges. The upper MG turret isn't a weakspot at very close ranges due to the nature of how you aim upwards to hit it due to KV-4 being absurdly tall. Flat surfaces on the armor is also a nice go, but flat portions of the turret is what is advisable. The hull is one tough son of a bish.

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Re: KV-4 Guide

Post  PointyHairedJedi on Fri Jul 19, 2013 9:29 pm

For anyone that's interested, I've done a review of this steel behemoth:



I possibly could have covered more, I'm still working on just how much to include in these videos. Hopefully it gives a decent "look and feel" overview, anyway.
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Re: KV-4 Guide

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