Comet guide from Tanko. Comet guide from Tanko What equipment to put on comet

Is not detailed guide, they have already spawned a bunch. Just thinking out loud about a couple of interesting points.

The main question that prompted me:

Why the hell did I get 3 marks so easily? I didn’t even sweat, I didn’t shoot especially gold, I just rode and had fun. Do not think that the author is showing off. No, I’m just an invalid and I don’t even have a dozen tanks with 3 marks. On some tanks, I deliberately sweated in batches of 200, shooting large quantities of gold and still did not master 3 marks.

If anyone is interested in taking an achievement, this is enough for the eyes:


Well, of course, you need optics, of course, they don't give marks without light.

I took the achievement for about 95 batches, taking into account the fact that the first 25-30 I still pumped out of the drain. The general conclusion to the top (not counting the radio, who needs it f ** k in this game.) Costs - 37500

But if you are going to buy this tank, I advise you not to be greedy and immediately open the engine-rollers for freedom, which will cost us in total - 11,000. The lack of stabilization on the stock chassis is especially evident.

Speaking of stabilization. Due to the ability to put a stub at level VII, we, among competitors, are second in stabilization only to the general favorite, the best at the level T20 VII... Okay, in numbers, we have this:

And again, even though we are inferior in terms of stub T20 VII, the final accuracy is an order of magnitude better and in practice Komet still shoots more accurately. As we can see in the same picture, in terms of final accuracy we are second only to Panther VII... But the panther is a separate topic, of course - from the turn of the turret, the sight shatters noticeably and does not allow sniping comfortably even from a place.

With "full minced meat", with perks and a dope, we can overclock the stub to: 0.15; 0.15; 0.08 ... That, together with good accuracy, is already very playable and pleasant. Stab is good, but we are far from rev. 140 X, that is, do not abuse guard. Stub is primarily an opportunity to immediately start converging after stopping and sometimes shoot from a half-round at close-medium distances.

If it is possible to reduce, reduce. Watchmen are the devil's toy, hedgehogs!

Moreover, we have gorgeous UVNs -12/20.

In addition, we have the best CSA in terms of level. And let's take a look at the specs in the image below right away.

Equipment, Crew Skills and Gear for Comet

When playing on a comet, it is worth remembering that we have excellent parameters of dynamic-maneuverability-visibility, which gives us the option of playing the firefly. Not shown in the screenshot, comet wot speaker 19.7 hp / t. Many people buying a tank after Cromwell complained that it was tight and did not go at all. This is all subjective, of course, after cromwell even some LT will seem a little tight, that's why he is cromwell. Almost 20 horses at 0.9 soil resistance; 0.98; 1.71 - rather on the verge of LT / ST.

However, our maneuver is limited by the maximum speed - 51 / -18. We drive back bearably, but at 51 km / h maximum speed with such dynamics we run up very briskly. The characteristic is quite typical for tanks of this profile, but the bottom line is that:

typical support. Fire support tank.

And if you thought that this means that comets themselves cannot do anything - but only helps all kinds of strains / supports them with fire from afar - NO. Saports are one of the main destinations to have an aggressive burst on the "stray from the herd" with the subsequent breaking of the spurious enemy to the British flag.

In general, everything is very typical for the class: low breakdown with good DPM, moderate maximum speed for dynamics, good camouflage for entering the rear.

But in our tower, unlike Cromwell VI some kind of armor appears (further on in the center of the tower we will get just the same imbovat armor).
That is, in the top with 2650 DPM, a tower that is extremely random, but still beats something off, UVNami, we must generally go to press and dominate in every possible way. Here again, our level plays into our hands:

The seventh level, in my humble opinion, is much more comfortable than the 6th simply due to the fact that at the VII level there are some HP, with which you can sometimes risk going into an exchange and not really care that you can be shot with 1 shot. Though Cromwell VI and IMBOVAT in their own way, but all the same on a comet the game is by no means more comfortable.

Availability again 1150 durability already dictates a more aggressive game to us, we can more often go for some early shooting and generally hit the heavy sides on the sides.

I will give a couple of examples for clarity.

Good situation - Cromwell tank VI- Prokhorovka / Fire arc. The farthest from the hill is the resp.

In this situation, Crom is simply king. I ride every batch steadily and practically throw at least 500 on a line for free. The best catch was full O-Ni VII+ a couple of shots at some other weights BEFORE LIGHTING (!!). If anyone does not know this imbue point - see the picture below. I personally go there often if there are a lot of heavy weights in the setup. Once it turned out to shoot well even on VI, although here we were very lucky with the "gaping" heavyweight. By the way, I ride a tiger on optics with a chocolate bar, which I advise you too.
There, in fact, there are a couple of options for bushes for good light-shooting of strands on the roll. The comet in this situation is strongly limited by the maximum speed of 51 km / h. We usually have time to fire 1-2 shots. Cromwell arrives there in much better timings and cuts in the sides with a bang.

Good situation- Murovanka (my favorite card by the way) upper rep.

Just for example, you can shoot from the bottom, two meters to the right through the bush. I will say right away that I really love this position and use it often, but Komet is not that suitable for her, he is there - damn good!

Immediately we roll into the embankment as shown in the picture. There are 2 bushes, the left one for the clearance, the right one for shooting (well, figure it out right away, you don't have to remember). In the 1st direction, we can often shoot those rolling into the woods on the 9.0 vertical. With dozens there are no longer particularly substituted, but playing the seven almost forever we will find something to profit from. There are 2 nuances, for playing from this position, the main thing that is needed is UVNs, the larger the declination angles, the better. From -12 we have a great life.

Then, as a rule, PTs are shining and we can shoot in direction 2. And the most delicious is tanks pressing up to the E3 F3 border (between the hills), there we also have a chamber, and here we only slightly lack the projectile flight speed because the tanks are constantly hiding there -substituted-hiding-substituted. Although, with our rate of fire, you can simply cut by reloading into a lumbago and we will get a couple of three damages. In 4 out of 5 battles, LT / TT are constantly hanging out there, and they trade in boards.

  1. If further our forest loses, we, as a rule, can in the same direction (1) take a free bite of PTshek, which very often stand there in the reception area and which our people come to press / shine from the forest.
  2. If our forest loses, we can literally move a little to the left and back and through the saturation (oblong hill) it is great to accept opponents. (3) in the picture. Again, UVNy -12 is very useful here.

Well, and besides, from this position periodically, especially at medium-low levels of battles, favorite artogenias do not like to play with two hands and stand / light up where they have got caught and, again, in our lumbago. The main thing is not to forget about these guys and use our 20 horses per ton to change position and still not get carried away with shooting, because you can easily catch a suitcase from art.

As a rule, also arriving at this chic position, we can often meet LT on the other side of the hill, but there is one caveat ..

For support tanks, LT is strictly food. No more, no less.

Meeting a couple of LT, nothing depends on us, and there are only 2 options:

  • Or we will cut the LT at the DPM
  • Or if a more experienced LTvod gets caught, he will immediately hit the pedals and get from us only 1-2 times on the back.

Okay, sorted it out - here he feels like a fish in water.

Cromwell VI in the same position, it still significantly lacks those extra 2 degrees of UVR, plus it has a completely leaky tower, which, in theory, will not give anything to the tank, even with a lot of luck.

And most importantly - Krom stupidly, due to the lack of a stub, cannot kill enemy LTshek, some type 64 VI with his gorgeous stub, if he is not quite a crab, he will easily shoot us from this mound. In this situation, the imbe cromwell is 3 heads weaker than the comet.

These are just a couple of examples, playing creatively and thoughtfully, you will find yourself at least 1 interesting position for each tank on each map.



Great medium tank Comet is comfortably located at level 7 of the British tank development tree. I note right away that playing the Comet is comfortable and pleasant, although the style of play reminds me more of a light tank.

Characteristics of the Comet WOT

At the beginning of the battle on the Comet it is very easy to take a key point, fortunately 51 km / h and 34 degrees per second, this allows you to do this without much worries. And at the 7th level of battles, many players are not yet experienced, do not understand the importance of key or convenient points for lumbago. Therefore, we always use it and take a quick start right away. In general, playing the Comet reminded me of playing a good guitar, everything is also accurate, beautiful, comfortable, like the Cort guitars. And when we have taken the point, we use our view of 380 meters. And when the opponents are already all lit up, it will be possible to implement the DMP - 20 rounds per minute with damage of 140 units. The only serious flaw in the Comet is the engine, or rather its fires - it has a 20% chance. Therefore, it will always be necessary to carry a fire extinguisher.

So, the detailed characteristics of Comet:

durability 1050 HP;
weight / prev. weight 30.52 / 32 tons;
engine power 600 hp;
max. speed 51.5.0.1/18 km / h;
swing speed 34 g / sec;
armoring of the hull (forehead / side / stern) 76/43/32 mm;
turret armor (forehead / side / stern) 76.2 / 63.5 / 57.2 mm;
damage 110/110/175 HP;
armor penetration 91/144/38 mm;
rate of fire 20 rounds per minute;
360 m view;
communication range 450 m.

What are the advantages of Comet from world of tanks:

- high speed;
- great overview;
- an accurate weapon.

What are the disadvantages of Comet from world of tanks:

- frequent fires;
- lack of booking;
- insufficient armor penetration with a basic projectile.

As you can see, the Comet is quite an interesting tank, but only in straight hands, otherwise there will be plums. After all, you need to feel such a technique and learn to play without armor at all, because it will not be further along the development branch either.

But in general, the tank leaves behind pleasant memories, so play it for fun. And since the tank will most often throw to the 8th levels, you will have to carry gold with you, otherwise it will be very difficult to break through the TT.

Hello!
As you might guess, this is a topic about 7th level English ST - Comet.

The cost of the tank is 1,350,500 credits.
2. Comparative characteristics stock \ top tank:


Pros and cons of Stock Comet:
pros:

  • "Unification", you can immediately put a top engine, walkie-talkie (if you pumped them on a Cromwell or in a branch of heavy tanks).
  • The pre-top cannon has already been studied on Cromwell, let's put it on.
Peculiarities:
  • High CDA, which is difficult to implement.
Minuses:
  • Frequent crits of ammo rack
  • Frequent contusions of mechanical water
  • Small one-time damage
Pros and cons of top-end Comet:
pros:
  • Relatively low body: it is more difficult to hit you, it is more convenient for you to hide in shelters.
  • Frontal armor, which does not always allow getting penetrations from classmates and tanks below the level
  • High DPM, in combination with good penetration, allows you to make minced meat from gaping strands.
Peculiarity:
  • The presence of a quick-firing, low-damage gun: on the one hand, it is convenient to hold on a psaltery, criticize, set on fire, on the other hand, a small alpha, you need constant contact with the enemy in order to implement the weapon's DPM.
Minuses:
  • Frequent crits of ammo rack
  • Frequent contusions of mechanical water
  • Small one-time damage
  • It is not uncommon for even low-level artillery to penetrate the engine compartment.
3. Research order
So we bought a tank. What should be investigated first?
  1. Install all open modules. Examining the chassis: without it, we will not be able to deliver the top turret and gun.
  2. Tower. Examining for the installation of the top gun. In addition, without exploring the tower, we cannot move further along the branch.
  3. Top gun: if you've already loaded the TT, it will be unlocked (glory to unification).
  4. Top radio station.
  5. The top engine and Bombardier 3.7 inch howitzer should have been unlocked earlier, if not, research them.
  6. Tank Centurion =)
4. Crew
  • Commander
  • Gunner
  • Driver mechanic
  • Radio operator
  • Charging
It is recommended to retrain the crew from Cromwell. You will have to pay 100,000 credits (20 thousand per brother), or, if you are absolutely chic, a thousand gold. It is strictly not recommended to recruit new tankers for silver: you will not get profit from this, but the tank will not be able to show itself 100%
5. Modules


6.TTX top-end Comet

7. Reservation
Reservation of the hull 76/43/32 (forehead / sides / stern in mm) + do not forget about the plate with a strong slope on the forehead.
Actually, we can only successfully tank the fifth levels, and even then not always.
When shooting with tanks of 5-7 levels, it is recommended to place the tank "diamond", this increases the probability of non-penetration.
It is highly undesirable to expose the sides and stern to tanks with land mines, because you can cut off the penetration by a land mine.
Tower: The stock armor of the A27 Turret is 76/63/56, there is no tilt angle, which means that it is almost guaranteed to be pierced.
But the top turret of the A34 Turret has 111/63/57 armor + a relief gun mantlet. You will often catch non-penetration into the tower from your classmates.

8. Equipment
Let's analyze in order:

  • Toolbox. Useful when we have not pumped repairs.
  • Medium anti-splinter lining: low usefulness. The tank is not heavily armored and of medium severity, that is, the ram will be ineffective.
  • Stereo tube: not very useful. The tank shows itself better in close combat.
  • Coated optics: high utility. Extra meters of enemy detection distance will never hurt.
  • Masknet: low utility.
  • Reinforced Christie's Suspension: Can be set to explore the top turret right away without researching the chassis first.
  • Improved ventilation class 2: High utility. Improving the skills of the crew by 5% more than once will help you in difficult times.
  • Medium-caliber gun rammer: definitely put. multiplies our PDA by 1.10.
  • Reinforced aiming drives: low usefulness, the gun is so quickly reduced.
  • Wet ammo rack class 1: due to the constant crits of the ammo rack, it makes some sense to put it. But you can do it.
  • Filling CO2 tanks: low utility.
  • Vertical Stabilizer Mk1: high utility. A must-have for fans of carousel and shoot on the go.
9. Equipment
In the first two slots, everything is standard: small first aid kit \ large first aid kit and small repair kit \ large repair kit.
What to put in the third slot is up to you.
  • Manual fire extinguisher \ automatic fire extinguisher will help you if the tank catches fire. But it rarely burns.
  • 100-octane gasoline \ 105-octane gasoline will add acceleration dynamics and turret traverse speed. For lovers of carousel and rush.
  • Tea pudding. Additional strengthening of crew skills by 10%. The tank will add in everything.
10. Crew perks
General Perks:
  • Repair. The utility is high, it is worth pumping in to everyone, except for the commander, in the first place.
  • Disguise. While Comet can also fire at long range, close combat is preferable. Low utility.
  • Firefighting. The tank burns quite rarely, + there are fire extinguishers. Low utility.
  • The Brotherhood of War. Increase to all crew skills. A useful skill, you can download it after repair or as an alternative to it.
Commander perks.
  • Mentor. Can be downloaded if you plan to play for a long time on British st.
  • Eagle Eye. A good choice as a second or third perk.
  • Handyman. You can do it.
  • Expert. It doesn't matter, but you can take the third or fourth perk.
  • Sixth Sense. Be sure to pump it in.
Gunner Perks:
  • Vindictive. Low utility.
  • Master gunsmith. Low utility.
  • Sniper. Be sure to pump it in. We recharge quickly, this perk will allow you to "stuff" the enemy with crits.
  • Smooth tower rotation. A useful skill, worth taking after the sniper.
Mechanic driver perks:
  • Battering ram master. Low utility.
  • King of the off-road. Well worth exploring.
  • Smooth running. An excellent choice for art.
  • Cleanliness and tidiness. If you ride without a fire extinguisher, you should take it.
  • Virtuoso. Extra swing speed never hurts.
Radio Operator Perks:
  • Radio interception. The only useful skill, the choice is obvious.
  • With the last bit of strength. For ololo-light lovers.
  • Inventor. An almost useless skill.
  • Repeater. See paragraph above.
Loader Perks:
  • Intuition. Low utility, because recharge time is extremely short.
  • Desperate. Can decide in a duel.
  • Non-contact ammo rack. The most useful skill as bq crits on a comet are not uncommon.
11. Tactics.
Later quotes from players will be added here, but for now, copy and paste from the Wiki:

Without a platoon. The tactics of the battle boils down to fighting on the "second line", when we simply help to destroy tanks, and are not eager to destroy ourselves alone. If you correctly assess the situation and go through the correct route, then you can reduce the enemy's victory to nothing. And here you need to be able to understand what opponents are waiting for us:
  • Light tanks are most often scouts and will not pay special attention on us. But if your team does not have an SPG, then be prepared to take the blow. Reservations can be felt up to level IV, but not higher.
  • Medium tanks are actually the backbone of the game, which you need to be able to overcome and destroy competently. The enemy has a good rate of fire, like ours, but in such cases accuracy, mobility and luck decide.
  • Heavy tanks are quite dangerous in that having heavy weapons they can put us out of action pretty quickly. The destruction of such tanks must be carried out strictly from the team, since there is a great risk that you simply will not have time to make the last shot and send the enemy to the hangar.
  • Tank destroyers pose the same danger as Medium tanks, only it becomes more difficult to spot them.
  • SPGs can kill ST as a priority due to low armor (in general). Therefore, we do not stand still and dodge shots.
In a platoon. Here the scheme will be more interesting. This assembly will allow you to compensate for the "herd feeling" with the skillful hands of friends behind your back. The following platoon options:
  • with LT. In this case, you need to work on exposure. It is advisable not to stop and conduct aimed fire at priority heavier targets.
  • with ST. This set will allow you to carry out a lightning strike at the enemy and withdraw enemy tanks quickly and smoothly.
  • with TT. In this case, TTs conduct diversionary maneuvers, and thereby we use and go to the rear and quickly destroy the enemy.
14. Player experience
As you can see, opinions differ.
Positive feedback on the tank:
Bronidze (Oct 30, 2012 - 17:35) wrote:
The tank is not bad, not a T20 of course, but also a fun machine. Because of his balanced weight, he is often in the top, at the beginning, having skated 15-20 fights, he was sure that by the 9th lvl he finally didn’t throw him, but then it happened, but this is a rarity. I would like to note the gorgeous uvn, very much like amers. The weapon is certainly not ice, the damage is small, but it gives it every 3 seconds and is not very bad penetration for this lvl. The armor ricochets quite often, sometimes it does not penetrate, even the IS-3 and Lev cannons. In general, a normal tancheg, I'm waiting for the Centurion

Negative reviews about the tank:
Leviy_Bereg (Oct 30, 2012 - 19:51) wrote:
What is Comet? We take a bunch of guano, slap it on top, so that it is not very high, but voluminous, instead of a weapon, we put a hole for the gun, pour everything with gasoline so that it burns well, and actually we get the subject, after which we go cheerfully to die from IV leveled ... sometimes I think, why should he a weapon at all? For reporting, for the QCD to accept? Eating cacti on Americans and Frenchmen of low lvl is remembered as a pleasant tale ... 24 shots at the side of square 3 ... - 800 damage ... but where else can I find such a, ahem, a tanker to allow myself to shoot at the side for 2 minutes? 5 KS on board the IS, the result changed 12k silver to 0 damage ... Sometimes I throw a penny, but 8k gold to do without a heart attack ... I apologize for the emotions, but the Comet is really something ...

Buy gold in the game The Lord of the Rings online, you can in the game store

20-12-2016, 15:39

Hello to all lovers of truly dynamic cars and welcome to the site! Friends, now we will talk about one of the best representatives of the class of medium tanks at the seventh level, the pride of Great Britain, in front of you Comet guide.

This device can really be called almost the best among classmates and these words will not be exaggerated a bit. It is enough to roll out just a few battles to be sure of this, but for a complete understanding of the gameplay on Comet World of Tanks, it is necessary to disassemble its parameters in detail, talk about the correct configuration and tactics.

TTX Comet

For his level, our Briton has not the best, but quite standard indicators of the safety factor and, more importantly, for any ST - one of the best parameters of the base range of a view of 380 meters.

You can't say much about the security of this machine, not only does Comet characteristics bookings are very scarce, square in shape and the almost complete absence of slopes only exacerbates the situation. Even tanks of the fifth tier will easily penetrate you into the hull, and everything from the seventh to the forehead of the tower.

But of course the strength Comet World of Tanks completely different - he received excellent mobility by the standards of medium tanks. It is true, we have a good top speed, an impressive horsepower per ton ratio, and excellent maneuverability thanks to which tank Comet WoT capable of turning not only tank destroyers, but also heavy ones.

Cannon

Now let's pay attention to the armament, but even here it is almost impossible to find fault with our Briton, the gun is surprisingly good.

Certainly, Comet cannon cannot boast of a powerful alpha-strike, but weak one-time damage is more than compensated for by an excellent rate of fire, our DPM, excluding perks and equipment, is approximately 2150 and this is one of the best indicators at the level.

From the point of view of penetration by an armor-piercing projectile, our gun is not the ultimate dream, for a comfortable game medium tank Comet WoT must carry with him from 30 to 50 percent of gold shells.

However, regular big blinds can also be played comfortably thanks to the already mentioned good mobility and decent accuracy. The top barrel has a good spread, quickly converges and is quite well stabilized, however, for a really comfortable game, you will need to work on these parameters. Moreover, Comet World of Tanks able to lower the gun 10 degrees down, this is good news.

Advantages and disadvantages

We have a really very strong tank in our hands, you can drag battles on it, but for this you must clearly know the advantages and disadvantages Comet WoT... To make it easier for you to navigate, now we will analyze this nuance point by point.
Pros:
Good visibility;
Excellent mobility
Small size;
High rate of fire and DPM;
Decent accuracy;
Comfortable UVN.
Minuses:
Cardboard armor;
Small alpha-ride;
Insufficiently high penetration on BB.

Equipment for Comet

By and large, it is important for this machine to improve the already existing strengths, because among the tangible shortcomings there is nothing to compensate. So that this Briton gives you pleasure from the game in every battle, on tank Comet equipment it is worth putting the following:
1. - everything is simple, such a choice will make our damage per minute even more dangerous for any opponent.
2. - we have the opportunity to install this module and it is with it that you can effectively shoot on the go.
3. - visibility is always important on a medium tank, and with optics it will be easier to bring it to the top.

However, it is worth making a reservation here, because someone will want to neglect the viewing range and put instead of the third point, which will make our firepower even greater, and will also improve accuracy, and we will see a little further.

Crew training

In this case, everything is quite simple, because we have a universal crew of five, and skills should be selected, guided by unspoken standards for medium tanks, improving survivability, accuracy, combat potential, visibility and stealth. Thus, for Comet perks teach in the following sequence:
Commander -,,,.
Gunner -,,,.
Driver mechanic - , , , .
Radio operator -,,,.
Charger -,,,.

Equipment for Comet

Another standard is entirely concerned with the choice of consumables. As usual, here we are guided by our silver reserves and if the situation is tight, we take,,. However, you will often be at the forefront of the attack, where every moment and every unit of safety factor plays a huge role, so it is much more efficient to transport to Comet outfit in the form, and. By the way, for the sake of even greater combat power, the last option can be replaced with.

Comet tactics

When rolling out this device into battle, you should always remember about its advantages. In addition, our tank is a very strong and dynamic vehicle, but the Comet tank lacks armor, which is why it is necessary to play on it as carefully and prudently as possible.

Of course, at the beginning of the battle, you can stand in the bushes on the second line, shoot at the allied light and not take particular risks. Especially such a strategy of behavior is welcomed in battle at the bottom of the list, where the enemy is very formidable and our Comet WoT We feel insecure, lagging behind our opponents in penetration, damage and hit points.

However, it is possible and even necessary to choose another path, which implies that for Comet tactics combat should be as dynamic as possible. Initially, you can start mining intelligence for your team or go with other STs to break through one of the flanks.

I use excellent mobility and a well-stabilized cannon, you can shoot effectively without stopping. For this medium tank Comet must constantly move, disappear in the terrain or behind houses on city maps and immediately appear from a side unexpected for the enemy, inflicting damage and keeping his margin of safety intact.

We must not forget about good vertical aiming angles, you can play from the tower, but in this case you cannot stand, slightly showed your roof, fired a shot and quickly rolled back until the enemy understood anything.

In other words, Comet World of Tanks- this is a very versatile and creative machine, you are free to do anything on it, this is its charm. Just try to play carefully, follow the mini-map and analyze what is happening around.