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Tag Archives: Jagdpanther (WoT)

pz s35 matchmaking

New Rewards Added new rewards: Bonds and Awards Starting with Update 9. Enable your allies to cause damage to 4 vehicles by spotting them or destroying their tracks.

Update 9.22 Release Notes

Otherwise I do want to push on through getting the remaining Tier IVs played. TD Secondary condition Before: Display of the non-historical customization elements for other players can be disabled in the game settings. Destroy 14 or more enemy vehicles in Standard Battle, Assault, and Encounter Battle Destroy 21 or more enemy vehicles in Grand Battle Maps Introduced terrain-related changes for hard-to-reach areas in the following maps: Given AP shells lose penetration the further distance they travel, once you are a few hundred metres away it becomes quite possible to bounce enemy shots, especially if you make what use you can of the depression of the gun to increase that effective angle even further.

Cause 3, HP of damage Now: Cause 2, HP of damage Secondary condition Before: Destroy 1 vehicle Now: Cause 1, HP of damage. Spot and cause damage to 2 SPGs Now: Spot 4 enemy vehicles while remaining unspotted Now: Spot 2 enemy vehicles while remaining unspotted LT Primary condition Before: Spot enemy vehicles and enable your allies to cause 1, HP of damage to vehicles spotted by you.

Spot enemy vehicles and enable your allies to cause 3, HP of damage to vehicles spotted by you Now: Spot enemy vehicles and enable your allies to cause 2, HP of damage to vehicles spotted by you LT Primary condition Before: Damage caused and damage caused with your assistance must total 5, HP Now: Damage caused and damage caused with your assistance must total 4, HP Secondary condition Before: Enable your allies to cause damage to 5 vehicles by spotting them or destroying their tracks.

MT-6 Primary condition Before: Cause 3, damage to enemy vehicles of 3 different types Now: Cause 2, damage to enemy vehicles of 3 different types MT-8 Primary condition Before: Cause 1, HP of damage to medium tanks Now: Cause 2, HP of damage Now: Cause 2, damage to tank destroyers Now: Cause 1, damage to tank destroyers. Destroy 2 tank destroyers. Cause damage to 6 enemy vehicles. Cause 2, HP of damage to heavy tanks Now: Cause, receive, and block a total of 8, of damage Now: Cause, receive, and block a total of 6, of damage Secondary condition Before: TD Primary condition Before: Cause 4, HP of damage.

Cause 3, HP of damage. Destroy 2 vehicles Now: Spot 5 vehicles Now: Spot 4 vehicles LT-5 Secondary condition: Spot enemy vehicles and enable your allies to cause damage to 6 vehicles spotted by you Now: Spot enemy vehicles and enable your allies to cause damage to 5 vehicles spotted by you LT-6 Primary condition: Enable your allies to cause damage to 6 vehicles by spotting them or destroying their tracks Now: Enable your allies to cause damage to 5 vehicles by spotting them or destroying their tracks LT-7 Primary condition: Spot and cause damage to 3 SPGs Now: Spot and cause damage to 1 SPG.

Spot 6 vehicles while remaining unspotted Now: Spot 4 enemy vehicles while remaining unspotted LT Primary condition: Spot enemy vehicles and enable your allies to cause 2, HP of damage to vehicles spotted by you.

LT Secondary condition Before: Enable your allies to cause damage to 4 vehicles by spotting them or destroying their tracks MT Primary condition Before: Destroy 1 tank destroyer that is one tier higher Now: Cause 2, Damage to tank destroyers Secondary condition Before: Cause damage to 7 enemy vehicles. HT-8 Primary condition Before: Cause 3, HP of damage to heavy tanks Now: Destroy 6 vehicles of 3 different types Now: Destroy 5 vehicles of 3 different types HT Secondary condition Before: TD Secondary condition Before: Destroy 3 vehicles Now: Spot 7 vehicles Now: Spot 6 vehicles LT-5 Secondary condition Before: Spot enemy vehicles and enable your allies to cause damage to 8 vehicles spotted by you Now: Spot enemy vehicles and enable your allies to cause damage to 6 vehicles spotted by you LT-6 Primary condition Before: Enable your allies to cause damage to 8 vehicles by spotting them or destroying their tracks Now: Enable your allies to cause damage to 6 vehicles by spotting them or destroying their tracks LT-7 Primary condition Before: Spot and cause damage to 3 SPGs.

Destroy 1 SPG Now: Spot 7 vehicles while remaining unspotted Now: Spot 6 vehicles while remaining unspotted LT Secondary condition Before: MT Primary condition Before: Cause 4, HP of damage to tank destroyers Now: Cause 3, HP of damage to tank destroyers Secondary condition Before: Cause damage to 8 enemy vehicles.

Cause 4, HP of damage to heavy tanks Now: Cause 5, HP of damage Now: Destroy 8 vehicles of 3 different types Now: Destroy 7 vehicles of 3 different types HT Secondary condition Before: TD-9 Primary condition Before: Score 7 armor-penetrating hits in a row Now: Score 6 armor-penetrating hits in a row TD Secondary condition Before: Destroy 5 vehicles Now: Bonds and Awards Starting with Update 9.

Improvements to Bootcamp Changes: Disabled irrelevant options in the context menus of the vehicle research window, Tech Tree, and vehicle panel Balanced the rewards credits and experience for victory and defeat when completing Bootcamp Rewards received for completion of Bootcamp are displayed in the Notification Center Added a notification that the reward is not received for repeated Bootcamp completion Crew recruiting window was made more informative Fixes: Fixed issues related to inappropriate display of some interface elements in the Colorblind mode Fixed issues related to saving and restoring the settings when entering Bootcamp and quitting it vehicle panel and reticles Fixed issues related to inappropriate display of some game hints losing concealment when shooting, returning to the base circle Fixed the rare issue related to inappropriate display of the Skip Tutorial button Battle results were removed from the Notification Center in the mode Fixed the issue related to display of the EULA window, when the game client is restarted Updated the vehicle characteristics in the loading screens of Bootcamp Music in battle, Garage, and in the final Bootcamp video no longer overlap Added reward descriptions to the victory screen Fixed issues related to bot behavior Fixed the issues related to display of map borders Improvements to the Grand Battle The following changes were made to this battle type: Message about victory or defeat: The message displays separate animations for victory, defeat, and draw.

The additional text provides information why the battle is over. When a battle ends because the base is captured, the progress bar of base capturing gets locked right before the message is displayed to show that the battle outcome cannot be changed. This functionality globally applies to all Random and Ranked Battles. Updated the reward tooltips that describe different completion conditions for the Grand Battle and other types of Random Battles.

They were changed for simplicity of perception. Borders were added in the top panel to make the empty progress bars more distinctive. I Valentine Vickers Medium Mk. Improvements to the Matchmaker Now, the matchmaker attempts to assemble the teams considering the roles within the vehicle types: However, in some situations, the matchmaking by roles will not be mirrored, e. Increased the chance of getting ranked at the top of the list for Platoon players.

Increased the chance of getting matched in a Grand Battle. Changes to vehicles U. The following vehicle was added: Super Conqueror to replace the FVb Changes to the technical characteristics of the following vehicles: II with the ammo rack capacity of 50 shells to the Centurion pdr.

Shell characteristics are as follows: Improved hull and turret armor. VII for the Centurion Mk. II Changed the name of the second turret from Conqueror Mk.

II to Conqueror Mk. II with the ammo rack capacity of 50 shells to the Conqueror Mk. II turret Gun parameters are as follows: II ABP turret from Changed the turret traverse speed of the Conqueror Mk.

I Improved turret armor Centurion Mk. II with the ammo rack capacity of 30 shells to the Avenger turret Gun parameters are as follows: AT Gun Shell characteristics are as follows: Engine parameters are as follows: HE shell for the mm Kanone gun from to Changed damage of the Exp. Changes to the technical characteristics of the following vehicles: T LT Changed reload time from 8. XM Sheridan Changed damage of the Exp.

Decreased armor of the hull and turret Bat. STB-1 improved turret armor. Changes in Version 0. New battle type in Random Battles: Two teams, 30 players on each team Tier X vehicles only Battle time: Capture the enemy base or destroy all enemy vehicles.

Grand Battles are created out of the common queue of the Random Battle mode. Players enter Grand Battles randomly, by analogy with other battle types: Assault and Encounter Battle. Grand Battles will be disabled by default for those players who have insufficiently powerful PCs. Each team is conditionally divided into three sub-groups of 10 players each. Matchmaker determines group composition, and players cannot change sub-groups. Team composition in Grand Battles is governed by the general rules of Matchmaker 2.

No more than 4 SPGs on a team. The difference in the number of Platoons between the team will not exceed 2 Platooned players. If a player in the Platoon has Grand Battle enabled, such a Platoon can enter this battle type regardless of whether other players in the Platoon have this battle type enabled. Grand Battles are fought in the 1. How players spawn in the map is conditioned by their sub-group.

Each of the sub-groups has its own starting position the initial spawn point. There are two bases: The loading screen, statistics screen available by pressing TAB , Battle Results screen, and the team panels have been adapted for displaying 60 players.

The whole team is divided into three sub-groups. You can view the composition of each of the sub-groups by clicking on a corresponding sub-group. Changed the upper element of the battle HUD. In addition to the total number of vehicles destroyed by the team, this element also shows the total amount of HP for each of the teams.

Awards, Service Record, and Statistics: Players can earn bonds in every Grand Battle. Players can also earn bonds in standard Random Battles, but only in tier X vehicles in the so-called battle level 12 battles. The number of awarded bonds depends on experience earned in the battle. The player can complete missions, personal missions, and earn all the awards available in the Random Battle mode. Battles fought in Grand Battles are not counted in the player's Service Record and do not influence the statistics for Random Battles.

Adapted the conditions of some medals to the new Grand Battle: Destroy 14 or more enemy vehicles in Standard Battle, Assault, and Encounter Battle Destroy 21 or more enemy vehicles in Grand Battle Maps Introduced terrain-related changes for hard-to-reach areas in the following maps: Added the following vehicle for testing by Supertest players: Changed the reload time of the 12,8 cm KK. Changed the durability from 3, HP to 3, HP.

Added a full branch of tank destroyers from tier II-X, correspondingly: Changed the aiming time of the mm DT-K gun for the T first prototype turret from 2. Changed the view range from m to m. Changed the depression angle of the mm DT-K gun from -6 degrees to -7 degrees. Changed the ammunition capacity of the mm DT-K gun from 34 to 56 shells.

Changed the reload time of the mm LB-1 gun from 8. Changed the aiming time of the mm LB-1 gun from 2. Changed the displayed engine power of the MN-1 engine from 1, h. Changed dispersion of the mm D gun from 0. Changed dispersion of the mm DT2S gun from 0. Changed the reload time of the mm DT2S gun for the T mod. Changed the reload time of the mm D gun for the T mod. Changed the aiming time of the mm DT2S gun for the T mod.

Changed the aiming time of the mm D gun for the T mod. Changed the depression angle of the mm DT2S gun from -5 degrees to -6 degrees.

Added the MTI engine 1, hp. Removed the MT engine 1, hp. Changed the aiming time of the mm S gun for the IS-7 turret from 3. Changed the durability from 2, HP to 2, HP. Added the mm D-4S gun. Removed the mm A mod. Removed the mm DS mod. Removed the mm BL gun. Removed the UBR shell. Removed the BRD shell. Removed the UOF shell. Removed the OF shell. Removed the UBRP shell. Changed the durability from 1, HP to 1, HP. Changed the research cost of the BL-9S gun from 44, to 24, Changed the research cost of the next vehicle in the branch—Object —from , to , Changed the research cost of the next vehicle in the branch Object from , to , Increased the gun traverse angles to the right and left to 11 degrees.

Improved armor of the turret roof. Improved armor of the turrets. Removed the 90 mm Gun M Removed the mm Gun T5E1M2. Removed the AP M77 shell. Removed the HE M71 shell. Removed the AP T32M2 shell. Removed the HE M11A2 shell. Changed the cost of vehicle research from , to , AMX 50 Foch B: Changed the depression angle of the 90 mm DCA 45 gun from -6 degrees to -9 degrees.

Changed the depression angle of the 90 mm F3 gun from -6 degrees to -9 degrees. Changed the gun depression angle of the mm SA47 gun from -6 degrees to -9 degrees.

Changed the ammunition capacity of the 75 mm SA49 gun from 42 to Changed the ammunition capacity of the mm SA47 gun from 30 to 42 shells. Changed dispersion of the mm AC SA46 gun from 0.

Added a magazine loading system for the mm AC SA46 gun. Changed the ammunition capacity of the mm AC SA46 gun from 64 to 66 shells. Changed the ammunition capacity of the mm AC SA46 gun from 64 to 68 shells. AMX 50 Foch Added the SCR F radio. Added the Saurer F engine. Removed the SCR radio. Removed the Saurer engine. Increased the gun traverse angles to the right and left to 10 degrees.

Changed the gun depression angle of the mm AC SA58 gun from -5 degrees to -6 degrees. Changed the cost of purchase from 6,, Credits to 5 gold. The vehicle is now an event vehicle. AMX 30 1er prototype: Changed dispersion of the mm mle. F1 gun for the AMX 30 1er prototype turret from 0. Decreased dispersion on turret traverse of the mm mle. Changed the reload time of the mm mle. F1 gun for the AMX 30 1er prototype turret from Improved armor protection of the turrets.

Changed penetration of the OFLF1 shell for the mm mle. F1 gun from mm to mm. Changed penetration of the OCCF1 shell for the mm mle. F1 gun from 0. F1 gun for the AMX 30 B turret from 8. Changed the aiming time of the mm mle. F1 gun for the AMX 30 B turret from 2.

In many respects the Jagdpanther continues the same theme of tank destroyers that started with the Hetzer back at Tier IV. Just as an aside, this is not a historical line of development.

That heavily sloped front however massively increases the effective armour, especially at range. Given AP shells lose penetration the further distance they travel, once you are a few hundred metres away it becomes quite possible to bounce enemy shots, especially if you make what use you can of the depression of the gun to increase that effective angle even further.

You do not have the gun depression to do hull-down tactics quite like one of the US tanks, but those small bumps in the ground and gentle slopes can be surprisingly useful even so.

Once an enemy gets up close, however, the armour is much less effective — and once you are flanked everything you meet will be able to inflict a lot of pain through your thinly armoured sides and rear.

Keeping the enemy to the front is therefore quite important. This is made easier by the fact, with the upgraded engine, the Jagdpanther is actually a very manoeuvrable vehicle. It is not uncommon to outpace other tanks, or to keep pace with some of the mediums. While it is not as speedy as the Stug III, it is still quite easy to over-expose yourself. Indeed, I would say this attribute is the chief cause for many of my struggles in the Jagdpanther.

I am still not as good as I should be at dialling back the aggressiveness a little. Those heavies have the heavy armour for a reason, so it is good idea to let them take the enemy shots. A dash to a good opening position is all very well, but too far forward is lethal. Far better to still be alive and then, later in the game, dash to a new position that helps flank an enemy heavy. In a more purely defensive setting it also allows you to firebrigade to some extent — to relocate to where you are needed most at that particular time.

Not so large that you cannot hide effectively in bushes, but not every bush will cover you. Likewise you are a reasonable target for artillery, so moving once detected is generally a good idea. The Jagdpanther is the first tank in which I have the commander trained with the Sixth Sense perk, and there is no doubt it greatly helped by games when it came into play.

I thoroughly recommend researching that skill. Otherwise the camouflage skill is also useful, but for the commander I would probably recommend Recon of the second skill as view range is vital. To increase mobility Off-Road Driving is something to consider for the driver, but would perhaps be less useful in a dedicated sniper. The Jagdpanther has two very good top-tier guns, and it really is personal preference as to which one to play with.

One delivers a higher rate of damage per minute, the other has much higher alpha, while penetration between the two is almost identical. There is one other difference — shells for the 8. Your intended tactics, I think, generally dictate which of these guns you should use. If you intend to be more of a pure sniper then the 8. Also ammo costs are far less, which is a good thing since at range you are likely to be having more misses and bounces.

Meanwhile if you are intending to fight at closer ranges the extra punch of the That extra damage is more likely to destroy an already damaged enemy tank, and intimidate those not destroyed into playing coy. Accuracy is less important at close ranges, and the quicker aim time means less time feeling vulnerable. After playing around with both I eventually chose the If in doubt I also think this is probably the better choice since sniping is still very much an option with it — you will just miss a few more times over the course of several matches than you would with the 8.

Regardless of which gun you choose, however, you should be able to damage anything you encounter — though the higher tier tanks require some flanking and so on.

I had a fairly successful record in the Jagdpanther — matches with 90 victories which puts my win rate in this vehicle more or less in line with my global win rate and enemy tanks destroyed. While that sounds good, there is a sense in which I find myself a little disappointed. One symptom of this is that I never got the Ace Tanker award, even though I know there is a certain amount of luck involved with that.

No battle really stands out though. I have had quite a few good moments, but nothing consistent. The more I look back on those battles I think the more I realise I should have stepped back and done this sort of thinking whilst still playing the tank. Lesson to learn for the future. Despite all of this the Jagdpanther was quite a fun tank to play, even on my exceptional losing streaks. Well, I was going to write up a totally different battle this evening, but I have just had a somewhat surreal experience that clamours to be written up now, while still fresh in the mind.

It is a standard game. My first reaction on seeing the map and starting location was to curse the tank gods. It is quite possible the south-east of Port is my least favourite starting position for an SPG on any map in any mode. Still, no point moaning, so after a certain initial indecisiveness I head further to the south-east corner of the map discovering the process some destructible buildings I previously thought were not — which mostly signifies how unfamiliar this portion of the map is for me.

I go into arty-mode, and make what amount to a couple of pot shots at enemy tanks as their cross the wall around E I exit arty-mode and setup best I can to take my one shot at him.

He comes careening around, and I wait as long as I dare to press the fire button to increase my chances. My aim is true enough, and he bites the dust. I immediately move away, a good thing as the enemy SU-8 sends a shell very close to where I was. The larger battle, as often happens, has developed into two fights. One is around E, and the other G7.

At the first my team has the numbers, and is pushing the enemy back and taking out the enemy Jagdpanther in the process. Around G7 however the situation is reversed, and not aided by our KV Meanwhile an M6 is moving down than H-line road towards me. My plan is simple enough.

He plays chicken for a bit, but I manage to restrain myself. Then he ekes out a little more track than I think he realises, and I fire. He does not die, but most of his remaining hitpoints are gone and he is tracked. Even better, as soon as he has repaired he withdraws. In reality that was a mistake — I was still reloading so if he had moved forward and taken his shot I would likely be dead.

However, he did move back — and the entire sequence meant my team-mates had just enough time to join in.

An enemy AT 2 however tries to flank our position, coming round the building in H4. He rounds the corner, and I take my shoot. He drops a fairly large amount of his hit points, but he also has a chance to shoot me. I then circle the building. I then scoot behind my original building to avoid being killed by an enemy KV The KV-1 also has minimal health. It is clear though that he intends to go out with my scalp, as he starts to head towards our base.

We then engage in a cat-and-mouse game in J4. I start to move away — and the enemy SU-8 takes me out. I could have sworn I was playing an SPG. It was also entirely due to desperation. The replay can be found here. This time last month I was feeling a little despondent about how things were going, but after I went through the figures I discovered my record had improved in various metrics.

This gave me a boost of confidence, and almost immediately thereafter my win rate started to improve again. Another good example as well of how win rate is not everything.

The other main thing that has happened in May that I have completed a number of tank research projects that I have been engaged upon for some time. In each of their lines I am now ready to acquire and move onto the next tank. This also means that I am ready to switch to my Tiger project, which will see me playing both the regular Tiger, and the Porsche Tiger, ultimately so I can compare both tanks at the same time.

I am very much looking forward to it. Apart from tanks on discount, or low-tier tanks that do not cost much, the ST-I is my next tank. Its price is 3. I am intending to wait until I have 5 million credits to acquire it currently I have just under three million.

Depending on other tanks coming up on special offer I probably will be able to buy the tank towards to end of June. I am thinking of starting to do smaller, weekly, round-up posts of where I am with various tanks in addition to this more detailed monthly report.

Again, this is at least mostly for my own purposes, a chance to take stock of how things are going. This is partly driven by the fact I completely missed my th match until well after it had taken place.

After matches I am feeling that, while I am experienced in some situations, there is plenty yet for me to learn. Looking ahead the big deal on the horizon is the 8. I am working on a post about all the very many changes this update is bringing to the game. Sixty-eight years ago this week the war in Europe ended on the 7th, 8th, or 9th May, depending on your nationalistic or ideological preferences.

The special offer this weekend is designed to celebrate this — and it is a true celebration. This is a true blockbuster offer, in many respects grander than even the 2nd Anniversary Special.

Iamges: pz s35 matchmaking

pz s35 matchmaking

Firstly that part of me that just wants to lay claim to all premiums Tier V and below, and secondly it would give me a vehicle to help train French TD crews. Changed the depression angle of the mm DT-K gun from -6 degrees to -7 degrees. I am going to do a kind of New Year Resolution-style post of what I would like to get out of the year, but as far as January is concerned I am hoping to complete some of the grinds that have started as a result of the IS-6 missions, and also perhaps get the IS-4 — though that might be pushed into February.

pz s35 matchmaking

M Increased thickness of the lower glacis plate from to mm Indien-Panzer Changed aiming time of the 8. Adapted the conditions of some medals to the new Grand Battle:

pz s35 matchmaking

Strongholds cannot be pillaged anymore: I also want to continue working through the Tier IVs. This pz s35 matchmaking means that I am ready to switch to my Tiger project, which will see me matchjaking both the regular Tiger, and the Porsche Tiger, ultimately so I can pz s35 matchmaking both tanks at the same time. This is something everyone can enjoy. Grand Battles are created out of the common queue of the Random Battle mode.