either gunner/gun or driver/transmission knocked out).Īll in all, you should play the IS-4M as if it is a slow medium tank with sub-par firepower due to the reload speed - hope that armour withstands some shots, while taking on enemies one or two at a time if speed can be gained - use it. At least when fighting one-on-one you can always try to retreat or one-shot them, depending on the situation (i.e. Most importantly you should never find yourself fighting alone against 3 or more enemies, even 2 are hard to handle most of the time. Leopard I, Centurion Mk 10, Vickers MBT), as well as some heavier vehicles that can be out-manoeuvred.Īrmour can protect the IS-4M, but most enemies usually have HEAT loaded, or will be able to load it for the next shot. From experience, it's possible to destroy up to 3-4 enemy tanks on city maps like Alaska, American Desert and Middle East, when playing against a good mix of lighter tanks (e.g. When fully upgraded you can still get up to speed and surprise enemies, especially if you can choose weird routes that are not likely to be checked by enemies. In Realistic, the IS-4M retains its ability to rush, although it's subdued. Poking out the side of the turret or heavily angled UFP is an option, but most enemies will realize that it's no use shooting there. You can poke your gun barrel out from a corner, and if enemies shoot it, your teammates can drive out and destroy the enemy. If rushing is not an option, and you find yourself in close-quarters, your best bet is to try to bait shots either for yourself or for your teammates. In open areas, rushing will usually end up in the IS-4's demise, as opponents will quickly flank you because it's easy to do. Rushing mostly works in cities, where your speed is further increased by paved roads, and enemies will be spaced apart between buildings. Again, being at speed is being protected, and it is a big surprise to many enemies when a heavy tank drives around a corner at high speed - giving you extra seconds to take aim and disable them (usually you will pass them, so their side and/or rear is visible). Very rarely will the IS-4M get one-shot through the UFP. When this tank is at speed, enemies will often shoot the biggest part they see - the UFP, and many shots will bounce or not penetrate if they hit at an awkward angle but even if they do penetrate the UFP, the IS-4M will be able to return fire because only the driver and possibly the transmission are knocked out. In Arcade Battles, the improved speed should be used to rush any lone enemies and objectives. However, there is little the IS-4M can do to make it harder to be damaged, because there are practically no weakspots to hide, and wiggling will not stop top rounds from penetrating. Only some HEAT and APFSDS shells can penetrate this beast frontally, and damage will only be substantial if the player takes their time to aim at the important components, because some shells will penetrate but their effect will be minimal inside the tank. The IS-4M will show a lot of red and yellow on the reticle when a player looks at it in Arcade. However, if you've played the stock IS-3 this tank will feel a bit better. Also, the IS-4M is less mobile, because it's heavier - all speeds are dampened and mobility is heavily impaired. The frontal side armour is actually thicker than the front, so a slight angle will even-out hull armour all around (in a best case scenario it can get to 275 mm, or just slightly more). The playstyle is slightly different from its predecessor, as angling can work - it just needs to be done carefully. Overall, though, this tank feels much better at its BR than the IS-3, which has a huge shot trap. Unfortunately the gun remains the same 122 mm D-25T that is featured on all IS-series tanks from the IS-2, and at its BR it isn't enough sometimes, while other times a weird bounce can still lead to some good hits. The IS-4M is a direct successor to the IS-3, and it features even more armour, so much armour that some APDS and APFSDS cannot penetrate its UFP and most of the turret, needless to say this tank is practically invulnerable to conventional rounds from the front. Main article: DShK (12.7 mm) 12.7 mm DShK
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