OKW HEAT Shells cooldown?
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The thing is I do not have that doctrine that is why I am asking before I buy it. Have to think if its worth or not
It is similar to using ap rounds on an MG. A set duration for increased effects for its attacks. It is not the strongest point to the doctrine but it can be used on Pumas, jagdpanzers, Panzer 4s, Panthers, and King Tigers.
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It is similar to using ap rounds on an MG. A set duration for increased effects for its attacks. It is not the strongest point to the doctrine but it can be used on Pumas, jagdpanzers, Panzer 4s, Panthers, and King Tigers.
Pretty strong if you ask me xD, especially when I play Puma 2 panzerIV combo to defeat, crocodile tanks, but my question is still not answered... I want to know the exact seconds it takes for the cooldown. There must be someone in this community who has this doctrine and seen that cooldown start.
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All vehicles with this ability have the same cooldown times and munitions cost (45 each time), naturally. Only vehicles designed to fight enemy vehicles (re Puma and King Tiger, not Luchs or flak halftrack) have this ability. Rak43s don't have this ability.
Short answer: 40 seconds.
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If you activate just after a shot, those are valuable seconds lost iIMO
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So to add on OP's question, does it work like the incendiary MG rounds, as in the unit stops what it's doing,reloads and then starts firing, OR once you activate it, weather the tank has reloaded or not, thier next shot is HEAT?
If you activate just after a shot, those are valuable seconds lost iIMO
From my understanding once you've hit the button the shell immediatly becomes HEAT. No reload time involved.
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From my understanding once you've hit the button the shell immediatly becomes HEAT. No reload time involved.
So what you are saying is, if my Panzer 4 fires one at a Sherman, and I immediately press the HEAT button, the P4 will fire again?
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So what you are saying is, if my Panzer 4 fires one at a Sherman, and I immediately press the HEAT button, the P4 will fire again?
No, I'm saying that no matter where your tank is in the reload process it will continue like normal at it's standard RoF. It will just be shooting HEAT. It will not force your tank to restart the load process like the incin ammo for Axis MGs.
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I read some time ago some myth about HEAT shells. Is tru, they have lower accuracy, then normal shells?
If I turn Blits + HEAT, have HEAT rounds accuracy boost from Blits?
Thank for answer.
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Hi,
I read some time ago some myth about HEAT shells. Is tru, they have lower accuracy, then normal shells?
If I turn Blits + HEAT, have HEAT rounds accuracy boost from Blits?
Thank for answer.
Interesting question!
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I feel that the panthers benifit the most from this doc. The sturmtiger is the real reason to get this doc.
Posts: 43
HEAT Shells are nice in that they let Pumas and PZ4s punch above their weight class and take on Advanced Mediums like T85s and EZ8s more easily...
I can't check right now but are you sure about this? I ask because according to the description only the PIVJ, JPIV, Panther, and KT benefit from HEAT shells. I didn't think the Puma did but never specifically looked. Thanks.
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I can't check right now but are you sure about this? I ask because according to the description only the PIVJ, JPIV, Panther, and KT benefit from HEAT shells. I didn't think the Puma did but never specifically looked. Thanks.
I'm almost positive, I distinctly remember watching a cast of Redwings where he used Pumas with HEAT shells to good effect.
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As for accuracy penalties, I never noticed; either it's so low that it's not noticeable, or there is a penalty, but I was extremely lucky with every shot. I didn't think there ever was one.
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