какое оборудование ставить на кпз 07
Kampfpanzer 07 RH [Стартовая тема]
Я на Т54 перобр пробиваю со 190 мм пробоя а тут больше 200 и не пробиваю. Как то странно.
1350 260мм. Была бы пушка, а так получилась интересная, но «какушка» для извращения и отсутствия фарма.
Ну это либо наглая ложь, либо ИМХО в крайней степени.
Да, этот танк крайне специфический. Да, реализовать его очень тяжело, крайне ситуативный. Но свои плюсы у него есть, хотя минусы по большей части перевешивают.
Я не спорю, что кпз пожалуй худший марафонный танк из марафонов нового времени, т.е начиная с су130пм и все последующие. Но и говорить что откровенные мусорные недотанки типа пилота лучше далеко от истины.
Kampfpanzer 07 RH [Стартовая тема]
Пока как-то не очень.
Прикрепленные файлы
Страшно извиняюсь!
Правильно интерпретирую семантику вопроса, но полностью игнорирую его суть.
Бесконечны лишь Вселенная и глупость человеческая, при этом относительно бесконечности первой из них у меня имеются сомнения.
На мастера около 5к надо настрелять.
Страшно извиняюсь!
Правильно интерпретирую семантику вопроса, но полностью игнорирую его суть.
Бесконечны лишь Вселенная и глупость человеческая, при этом относительно бесконечности первой из них у меня имеются сомнения.
2) Мобильность. Тут все прям идеально. Танк стремительно набирает скорость и держит ее при маневрировании. Без вентиля стабильно держит 65км, с холма 75км, что позволяет нам держаться с ЛТ, и самыми быстрыми СТ, по типу бурраска. С вентилем еще не тестил, но думаю, будет еще жестче. На месте вертится быстро, и башня не всегда поспевает за корпусом. Можно очень оперативно менять фланги и кусты. Скорость назад так же очень комфортна, и позволяет быстро сдать назад.
В целом кпз совершенно не способен вести боевые действия в центре замеса. К тому же, сейчас танк еще новый и все стремятся его ударить. Особенно арта, которая стреляет только в вас.
4) Итог. КПЗ 07 неплохой танк, но совершенно не имба. С ярко выраженными минусами и плюсами, играть на нем сложно. В умелых руках имеет потенциал, но для большинства игроков покажется просто более удобной версией объекта 416. В идеале должен стоять за спинами союзников и поливать огнем увлеченных битвой врагов. Если вы будете играть на нем в 416, или леопарда, то не ошибетесь.
Хороший, но сложный танк. Как машина за марафон очень даже. Если брать со скидкой 50-60% то оправдывает свою цену, а если бесплатно, то прям отлично.
Kampfpanzer 07 RH
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700 700 hp Engine Power |
65/25 km/h Speed Limit |
55 55 deg/s Traverse |
23.33 43.75 hp/t Power/Wt Ratio |
Yes Yes Pivot |
Shell Cost
Reload Times
Nominal: 5 s
50% Crew: 6.19 s
75% Crew: 5.41 s
100% Crew: 4.79 s
Rammer: 4.31 s
Vents: 4.68 s
Both: 4.22 s
Both and BiA: 4.12 s
Both and Max Crew %: 3.95 s
See Crew, Consumables, or Equipment for more information.
Reload Times
Nominal: 5 s
50% Crew: 6.19 s
75% Crew: 5.41 s
100% Crew: 4.79 s
Rammer: 4.31 s
Vents: 4.68 s
Both: 4.22 s
Both and BiA: 4.12 s
Both and Max Crew %: 3.95 s
See Crew, Consumables, or Equipment for more information.
Using Shell Type 1 (200 Damage):
Theoretical Damage Per Minute
Nominal DPM: 2400
50% Crew: 1938
75% Crew: 2218
100% Crew: 2504
100% Crew
Vents: 2560
Rammer: 2782
Both: 2844
Both and BiA: 2908
Both and Max Crew %: 3034
Advantageous Damage Per Minute
First-shot DPM: 2600
50% Crew: 2138
75% Crew: 2418
100% Crew: 2704
100% Crew
Rammer: 2982
Vents: 2760
Both: 3044
Both and BiA: 3108
Both and Max Crew %: 3234
See here, here, or here for more information.
Using Shell Type 2 (200 Damage):
Theoretical Damage Per Minute
Nominal DPM: 2400
50% Crew: 1938
75% Crew: 2218
100% Crew: 2504
100% Crew
Vents: 2560
Rammer: 2782
Both: 2844
Both and BiA: 2908
Both and Max Crew %: 3034
Advantageous Damage Per Minute
First-shot DPM: 2600
50% Crew: 2138
75% Crew: 2418
100% Crew: 2704
100% Crew
Rammer: 2982
Vents: 2760
Both: 3044
Both and BiA: 3108
Both and Max Crew %: 3234
See here, here, or here for more information.
Using Shell Type 3 (320 Damage):
With wholly penetrating hits
Theoretical Damage Per Minute
Nominal DPM: 3840
50% Crew: 3100.8
75% Crew: 3548.8
100% Crew: 4006.4
100% Crew
Vents: 4096
Rammer: 4451.2
Both: 4550.4
Both and BiA: 4652.8
Both and Max Crew %: 4854.4
Advantageous Damage Per Minute
First-shot DPM: 4160
50% Crew: 3420.8
75% Crew: 3868.8
100% Crew: 4326.4
100% Crew
Rammer: 4771.2
Vents: 4416
Both: 4870.4
Both and BiA: 4972.8
Both and Max Crew %: 5174.4
See here, here, or here for more information.
Using Shell Type 1 (200 Damage):
Theoretical Damage Per Minute
Nominal DPM: 2400
50% Crew: 1938
75% Crew: 2218
100% Crew: 2504
100% Crew
Vents: 2560
Rammer: 2782
Both: 2844
Both and BiA: 2908
Both and Max Crew %: 3034
Advantageous Damage Per Minute
First-shot DPM: 2600
50% Crew: 2138
75% Crew: 2418
100% Crew: 2704
100% Crew
Rammer: 2982
Vents: 2760
Both: 3044
Both and BiA: 3108
Both and Max Crew %: 3234
See here, here, or here for more information.
Using Shell Type 2 (200 Damage):
Theoretical Damage Per Minute
Nominal DPM: 2400
50% Crew: 1938
75% Crew: 2218
100% Crew: 2504
100% Crew
Vents: 2560
Rammer: 2782
Both: 2844
Both and BiA: 2908
Both and Max Crew %: 3034
Advantageous Damage Per Minute
First-shot DPM: 2600
50% Crew: 2138
75% Crew: 2418
100% Crew: 2704
100% Crew
Rammer: 2982
Vents: 2760
Both: 3044
Both and BiA: 3108
Both and Max Crew %: 3234
See here, here, or here for more information.
Using Shell Type 3 (320 Damage):
With wholly penetrating hits
Theoretical Damage Per Minute
Nominal DPM: 3840
50% Crew: 3100.8
75% Crew: 3548.8
100% Crew: 4006.4
100% Crew
Vents: 4096
Rammer: 4451.2
Both: 4550.4
Both and BiA: 4652.8
Both and Max Crew %: 4854.4
Advantageous Damage Per Minute
First-shot DPM: 4160
50% Crew: 3420.8
75% Crew: 3868.8
100% Crew: 4326.4
100% Crew
Rammer: 4771.2
Vents: 4416
Both: 4870.4
Both and BiA: 4972.8
Both and Max Crew %: 5174.4
See here, here, or here for more information.
With 50% Crew: 0.434 m
With 75% Crew: 0.379 m
With 100% Crew: 0.336 m
With BiA: 0.328 m
With BiA and Vents: 0.321 m
Maximum possible: 0.308 m
For more details, see Crew
With 50% Crew: 0.434 m
With 75% Crew: 0.379 m
With 100% Crew: 0.336 m
With BiA: 0.328 m
With BiA and Vents: 0.321 m
Maximum possible: 0.308 m
For more details, see Crew
With 50% Crew: 1.858 s
With 75% Crew: 1.622 s
With 100% Crew: 1.438 s
With GLD: 1.308 s
With BiA: 1.407 s
With BiA and Vents: 1.376 s
With both and GLD: 1.251 s
Maximum possible: 1.199 s
For more details, see Crew or Equipment
With 50% Crew: 1.858 s
With 75% Crew: 1.622 s
With 100% Crew: 1.438 s
With GLD: 1.308 s
With BiA: 1.407 s
With BiA and Vents: 1.376 s
With both and GLD: 1.251 s
Maximum possible: 1.199 s
For more details, see Crew or Equipment
With 50% Crew: 306.4 m
With 75% Crew: 348.2 m
With 100% Crew: 390 m
With Recon and Situational Awareness: 409.7 m
With Coated Optics: 429 m
With Binocular Telescope: 487.5 m
Maximum possible: 558.3 m
For more details, see Skills or Equipment
With 50% Crew: 306.4 m
With 75% Crew: 348.2 m
With 100% Crew: 390 m
With Recon and Situational Awareness: 409.7 m
With Coated Optics: 429 m
With Binocular Telescope: 487.5 m
Maximum possible: 558.3 m
For more details, see Skills or Equipment
With 50% Crew: 589.3 m
With 75% Crew: 669.7 m
With 100% Crew: 750 m
With 100% Signal Boost: 900 m
When affected by 100% Relaying: 825 m
Maximum possible: 1079.2 m
For more details, see Skills or Equipment
With 50% Crew: 589.3 m
With 75% Crew: 669.7 m
With 100% Crew: 750 m
With 100% Signal Boost: 900 m
When affected by 100% Relaying: 825 m
Maximum possible: 1079.2 m
For more details, see Skills or Equipment
The Kampfpanzer 07 RH is a German tier 8 premium medium tank.
Alongside the Standardpanzer program, development of lighter vehicles was started in the early 1960s. During the design phase, multiple variants of power units, suspensions, and crew placements were considered. The common feature in all these projects was an oscillating turret with an unusual construction. The project was discontinued at the drafting stage. However, one of the variants with the oscillating turret and the improved Leopard 1 chassis saw production and passed trials.
The » Kampfpanzer 07 RH » (or ‘Kpz 07 RH’ for short ) could be obtained from «The Crystal Challenge» in May 2021.
Modules / Available Equipment and Consumables
Modules
Tier | Gun | Penetration (mm) | Damage (HP) | Rate of fire (rounds/minute) | Dispersion (m/100m) | Aiming time (s) | Weight (kg) | Price ( ) |
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Engines
Tier | Engine | Engine Power (hp) | Chance of Fire on Impact (%) | Weight (kg) | Price ( ) |
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Suspensions
Tier | Suspension | Load Limit (т) | Traverse Speed (gr/sec) | R min | Weight (kg) | Price ( ) |
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Radios
Compatible Equipment
Compatible Consumables
Player Opinion
Pros and Cons
Performance
The Kampfpanzer 07 RH is a very mobile medium tank that can fill multiple roles and adjust itself very quickly on the battlefield as needs be. The speed lets it rival some light tanks and it can take key positions quickly, bullying opposing light tanks with its DPM, especially if high-penetrating HE is used. It makes for a decent rammer against lighter tanks but care must be taken not to ram most other mediums as the weight of 30 tons makes ramming mostly suited only against light tanks and light TD’s.
The viewrange is good and with proper crew and equipment it can work as a very decent spotter and sometimes even a scout. It is itself quite sneaky as well for a medium of it’s size and thus can be hard to spot, especially if it is using bushes for cover.
The gun can give the wrong impression with it’s lacking alpha of 200, but make no mistake, the gun turns this tank from a sneaky spotter/support-medium into an aggressive flanker at will. The outstanding DPM will make short work of vulnerable targets as you can circle them with impunity if caught off-guard, which is boosted even further by the HE shells that boast an excellent penetration of 90 and an alpha of 320, tuning the DMP to, on average, a ludicrous 4500, dooming absolutely anything that does not have the armor to withstand the HE penetrations. If flanking is not an option, you can support any flank you are currently occupying. Quick shots can be used to deal consistent damage on distracted targets easily, and the very low aimtime makes it easy to move, shoot and move again, or keep consistently firing if you are not getting spotted. Accuracy is acceptable as well so hitting distant targets is quite possible, unless they are moving. Shell velocity is low on every shell types so the most mobile tanks will be tedious to hit as distance increases. While the immense DPM can be used to deal great amounts of damage, it requires a good amount of positioning and situational awareness to fully utilize. The HEAT shells do not have the greatest penetration, so aiming at weakspots is a must when facing heavily armored targets, and engaging them frontally is very ill-advised in close quarters or even medium ranges unless absolutely necessary. Luckily, if given the space, you can outmaneuver them if you have the space to do so. Nonetheless, avoid frontal confrontations with heavy armor targets at all costs, unless you catch them by surprise. Even so, be ready to always have an escape plan at mind in case the target manages to angle it’s armor against your shots.
The armor layout is unreliable at best, and the turret and hull itself will get penetrated easily. Only the upper glacis plate can offer some protection with its sheer slope and mediocre thickness, but higher calibers can punch through that easily as well. Same tier and lower will have some trouble against the upper glacis, but never rely on it. The lack of armor makes mobility the key for survival, and the armor is only useable to bully low-pen targets such as some scouts and lower tiers, but even they can damage the armor if they know where to shoot. Fuel tanks can also be damaged quite easily with frontal penetrations, so risk of fire is always present and can make the use of Food Consumable for crew very risky. Use of mobility to avoid incoming fire like most modern tanks is very much the key to success, as well as staying hidden until you can push and flank targets or take low-risk shots at distracted enemies.
The Kampfpanzer 07 RH can be a terror on the battlefield and rewards both cautious and risky play when played correctly, capable of fulfilling more passive, supportive roles as well as aggressive roles as opportunities arise. Due to it’s own vulnerabilities however, mistakes are often punished severely, so be sure that you have assessed the situation before committing to a charge you have no chance of escaping.
Early Research
Premium vehicle, comes elite in its stock configuration.
Suggested Equipment
Documented Tank and Crew Builds
Equipment Setup:
Coated Optics will boost the viewrange with a good crew to pretty much 445, making spotting a relative ease. Rammer is, as usual, a good choice to further boost the DPM and the already low reload-speed and aimtime will let you pummel targets with a steady stream of shots. Turbocharger will boost the excellent mobility even further thanks to the medium-tank mobility speciality, or one could opt for Vents for general increase instead.
В начале 1960-х годов параллельно с программой Standardpanzer была начата разработка более лёгких машин. В ходе эскизного проектирования прорабатывались различные варианты силовых установок, ходовой, размещения экипажа. Общим для всех проектов была качающаяся башня оригинальной конструкции. Проект не продвинулся дальше эскизных разработок, хотя один из вариантов качающейся башни был реализован в металле и испытывался на доработанном шасси Leopard 1.
Экипаж
Модули
Эта машина относится к классу премиум. Премиум техника приносит больше кредитов и опыта за каждый бой, а также обладает рядом других преимуществ.
Технические характеристики
Огневая мощь
Мобильность
Живучесть
Наблюдение
Время последовательной дозарядки каждого снаряда в магазин
Доработанная система позволяет уменьшить базовое время дозарядки следующего снаряда при отстреле заряженного снаряда после соответствующей индикации
Технические характеристики указаны для осадного режима.
Технические характеристики указаны для режима раскрученной турбины.
Технические характеристики указаны для скоростного режима.
Время зарядки первого и второго орудия на технике со спаренной орудийной установкой
Время починки выведенной из строя основной/резервной гусеницы
Технические характеристики указаны для техники с уровнем обучения экипажа 100%.